Ambient Wars Revival 2010 - v2.1.0.0

by Ironhide
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Ambient Wars Revival 2010

Latest build: v2.1.0.0
Huge performance improvements.

*Confirmed* to work with EFLC

The default key to toggle Player Assist is F9.

F10 toggles the war cores.

***
Take all issues to the following support thread:

http://www.gtagaming.com/
forums/showthread.php?t=124151
***
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From the Readme file (partial):
-------------------------------------------


*********
Features:
*********


I will say a short summary of the key components but can not possibly describe everything and will not attempt to.


------------
General
------------

The city used to be full of bland, stupidly boring drivers that do nothing but clog the roads and tail each other like lemmings. I guess that describes plenty of real life drivers and roads too. A new breed of folks have moved into Liberty City now, and they intend on ripping the city apart in any way they can.


****************
Core Components:
****************

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Car Crews:
------------

Car Crews are Thugs. They have a Leader and their goal is essentially to take over their territory. But this will never happen, because no crew has loyalty with any other. So the result is a constant battle for turf all over the city. And speaking of loyalty, that is in short supply too. If the Leader fails to continue allowing its members to rampage as they require, there is a high probability (configurable as are a billion things) they will turn Rogue and punish those around them for * up their objectives.

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Street Thugs:
-------------

The Civilians of Liberty City have taken note of, and are not immune to, the effects of these crews. Many have themselves turned to violence as a means to accomplish their objectives if they have one. It's also brought out the simply-insane that just want to take part and themselves enjoy turning the city to ash.

-------
Mayhem:
-------

Due to the constant, endless war that now rages, the previously dependable vehicles of the city now suffer tremendous shortages of parts and good maintenance practices. The result is an ever increasing list of common mechanical failures. These range from simply blowing out tires all the way to a car having a lot of simultanious failures from the lights to the hatches to the motor and tanks. The nastiest are stuck throttles if the other failures are present, as these essentially become out of control missles headed in out of control directions. It could be a building, another vehicle or worse it's headed for. Regardless of what that is, unless it's ummune to fire it's going to burn, and in many cases it's going to explode. Badly.

Another side effect of these failures directly affects Civs themselves and not just related to vehicle maintenance either. The weapons they carry are seriously becoming degraded and are dangerous to the owners too, not just their targets.

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Player Assist:
--------------

Due to the nature of everything described above, the default abilities and resources available to us as players is now totally insufficient. The Player Assist component addresses a huge amount of configurable options so we can make it be exactly how we want it to be. The default settings that ship with AW have a little regeneration turned on for health, armor and ammo, as well as vehicle regeneration so we can keep the action going if we choose to drive without having to constantly change cars. But that's also easily done too with the Advanced Car Selector.


----------------------
Advanced Car Selector:
----------------------

While helping me debug and test both the orginal project during experimentation, and especially in the new project, Motorsport71 (more on him in Special Thanks) mentioned in pssing "maybe a car spawner would be cool?".

Yes, yes it would. After creating the initial version, I wound up growing it into a fairly hefty system unto itself and it's now capable of being used to instantly select vehicles from an origanized customizable list, including base and feture colors, and bring it into the world with the engine running, the player in the driver seat and boom. Just spawn and drive or fly away.


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From the Requirements file:
-------------------------------------------

Ambient Wars Revival 2010 v2.0.1.0 - Requirements

GAME:
PC GTAIV version 1.0.7.0 or later. Previous versions may work, but they are not tested or supported by me.

CODE:
Ambient Wars Revival v2.x or later.
GTAIV ScriptHook 0.5.1.0 or later.
GTAIV .Net Script Hook v1.7.1.6+ BETA or later.
XLiveLess 0.999b7 ASI Loader or other functioning ASI loader.
Microsoft .NET 4.0 Framework or compatible.

You can find ScriptHookDotNet and links to everything else except Ambient Wars at the following support site:

[url]http://www.gtaforums.com/index.php?showtopic=392325[/url]

You may use any functioning ASI loader you want. I use XLiveLess because it is 1 file (Xlive.dll) and it works. It can prevent saving in the normal way using beds so you may want a different loader. I use CONTROL+S provided by Ambient Wars to save whenever and whereever I want (except while driving...) so I could care less about bed saves not working. Auto saves work as normal regardless.

Installation:
1 - Copy or unpack ScriptHook.dll, ScriptHookDotNet.asi and xlive.dll (or other ASI loader) into the root of GTAIV.
2 - Create a scripts folder off the root of GTAIV
3 - Copy or unpack the contents of AmbientWars into the scripts folder.
4 - Load the game using LaunchGTAIV.exe (if using XLiveLess) or the game directly if using other loaders that support direct EXE launch.
5 - Enter the world and confirm ScriptHook is working by pressing the tilde key. If the command console opens then you have done it correctly and ScriptHook is running so press again to close the console.

5b- Optional: type ReloadScripts into the console and confirm ScriptHook reloads 3 scripts from AmbientWars. This 100% confirms ScriptHook is working in the game and can also be used after changing AmbientWars.ini file settings to have it reload your changes without needing to restart the game. If this is your intent then toggle AW off (F9 is default to toggle on/off), make changes, ReloadScripts, toggle back on, test changes.

6 - Press the Ambient Wars hotkey (F9 is default). If you see your health and armor flash and grow then AW has turned ON. If you see your health go to full and the armor flash between 50 and 100 then AW has toggled OFF.
7 - Let the carnage begin!

If you have problems or can not open the console in the game world read the AW.TroubleShooting.2010.Txt file for possible causes.

Uninstallation:
Close the game and remove the files you added.

-------------------------------------------
From the troubleshooting file:
-------------------------------------------

------------------------------------------------
Q: Common Problem: You can't open the ScriptHookDotNet command console while in the game world and Ambient Wars doesn't appear to work:

A: That is not Ambient Wars failing. See the following.

If you can't open the SHDN command console while in the game world, then Ambient Wars likely isn't working either.
That's not Ambient Wars failing. That is ScriptHook/SHDN related:

If you've installed everything as specified in my ReadMe and pressing the Tilde Key in game (in the game world loaded, not the main menu) doesn't open the ScriptHookDotNet command console, that is ScriptHookDotNet failing to load, and it's probably because the core ScriptHook (C++) file needs one of the following redist updates.

Microsoft Visual C++ 2010 Redistributable Package (x86)
[url]http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en[/url]

Microsoft Visual C++ 2010 Redistributable Package (x64)
[url]http://www.microsoft.com/downloads/details.aspx?familyid=BD512D9E-43C8-4655-81BF-9350143D5867&displaylang=en[/url]
------------------------------------------------

------------------------------------------------
Q: Common Problem: You have a functioning ScriptHook and when you turn on Ambient Wars you see an error related to access denied of files.

A: You are probably under UAC control and Windows is preventing access to required files. Run As Administrator = Problem Gone.
------------------------------------------------

------------------------------------------------
Q: GTAIV with Ambient Wars seems to crash / CTD often and random, especially when a lot is going on including huge explosions and a lot of action.

A: Disable ALL GPU and CPU overlocking and see how it does. Don't concern yourself with it running like *. Concern yourself with a reduction in crashing.
If it reduces or eliminates the frequency it is crashing, then you have a hardware or heat problem you need to address to get a stable gaming experience.
------------------------------------------------
Rating:
9.15/10 - 79 votes
Downloads: 24,405
Added: August 15, 2010 9:16AM
Last Downloaded: October 20, 2014 9:42PM
File Size: 510.26 KB

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A support thread is being created for it and will be posted when complete.
Posted on August 15, 2010 9:18AM by Ironhide
Does this work with EFLC v1.1.2.0?
Posted on August 15, 2010 10:19AM by monster875
oh my god another version thankyou i remember your old ver that kept crashing is this one stable

thankyou
Posted on August 15, 2010 10:36AM by zzcool
The underlying ScriptHook core and SHDN layers support EFLC so this -should- as well although I have not explicitly tried it yet. Didn't get the packs yet I'm back temporarily from contract and have spent effort into the project just using the core GTAIV with latest patches.

As far as stability, this is hugely more stable than any previous version in history due to me working with HazardX (SHDN author) and Motorsport71 (AW fanatic) in isolating and fixing many, many core stability issues. This version still has bugs but it's a far cry (MUCH improved) frmo any previous version hands-down.
Posted on August 15, 2010 11:01AM by Ironhide
Would be great to know why it has been given such a low rating considering the work put into it and environment it produces. If you're going to rate it as *, leave a comment explaining why. Perhaps its something that could be fixed, changed and enhanced, or perhaps you didn't get it to load and incorrectly think it is an Ambient Wars problem instead of viewing the troubleshooting and requirements guide first. Thanks.
Posted on August 15, 2010 11:36AM by Ironhide
i voted it a 10 to keep it balanced
Posted on August 15, 2010 11:41AM by zzcool
Appreciate that but I'd just like to know if the reason it got low is a real, actual meaningful reason or if it's because folks are having trouble getting it to work. In the latter case, it's very likely not Ambient Wars failing. There are a number of known causes of failing to get it loading and none of them are due to AW itself. I have them listed in the requirements and troubleshooting files. My goal is to help anyone that -is- having trouble getting it to load, get it loaded so they can properly evaluate it. That's it. I'm currently working on a couple internal bugs. Will release a new version when / if i confirm I've isolated one of them.
Posted on August 15, 2010 12:02PM by Ironhide
Additionally in case it's not clear yet, I would like to know if people don't like it and why. The reason I want to know is because maybe you've thought of something I haven't considered, and if I knew what that was it might make it better for everyone and that is the ultimate goal. Something fun for those that want Liberty City ripping its own guts out. Of course if you don't want chaos and destruction then this definitely isn't the mod for you.
Posted on August 15, 2010 12:47PM by Ironhide
Just got confirmation in the support thread. This does indeed work with EFLC.
Posted on August 15, 2010 7:34PM by Ironhide
I ran AW for 11 hours straight while at work today. When i got home there were NO STATUES in current V2.0.1.1.
Posted on August 16, 2010 5:52PM by motorsport71
i cant seem to get this working .wat files to i put in, and where do i put them in my gta 4 directory?
Posted on August 16, 2010 7:39PM by element2586
The AW.Requirements.2010.Txt file outlines all core files required and where they go including a 1 to 7 bullet list under Installation:

Let me know which part of the file is confusing or not clear and I will address it and make it more clear.
Posted on August 16, 2010 8:07PM by Ironhide
there's nothing more sweeter than the sound of rioting people in the morning ;D
Posted on August 18, 2010 3:48AM by xmaners10
I think that honestly... this is a piece of art! haha it's fantastic!

One suggestion which might be a bit impossible but ah well, what about the option to fight alongside the police with goals in an attempt to calm down the public?

And on the rioters side have goals to take over certain parts of the city? like Turf wars? haha
Posted on August 18, 2010 6:28AM by LzArWiSa
Yep there are all kinds of ideas floating around me head and the ones you mention are in the pool and have actually been talked about in a few posts here and there in the older thread. The 1st priority though is creating a truly stable foundation from which to do these things, and this new project is as close to that objective as ever. The next version will have a new War Presets option ranging from 1-Unrest to 6-Armageddon to instantly set a batch of properties related to spawn changes and rates. The next version after will be entirely focused on performance analysis to try and squeeze back some cycles because no performance refinements at all have been done, so although it is stable, it is not effecient.

So that's 2 more versions. But after that, I'll start considering new features again and it could very well be some of these ideas. I already, in preperation for this type of thing, created a custom vector and a custom task vector class that can randomly chew and pull vectors from it to be assigned as targets. In fact in the current version you may notice the occasional Street Thug running full speed for 8 to 15 seconds like it's trying to get somewhere. They are. They are trying to reach a randomly selected vector chosen and assigned as part of the experiment. The vectors are just random dumps I created around the initial spawn island to test the thing. But it works, so it could grow and get used in all kinds of ways.
Posted on August 18, 2010 7:26AM by Ironhide
Well I see you've really devoted yourself to this modification and I'm looking forward to the future releases. Good Luck! 10*
Posted on August 18, 2010 12:40PM by LzArWiSa
I came up with an idea... there was a movie called crank where if the guy didn't keep himself excited his heart would stop beating. So by keeping yourself in motion, killing thugs, out running cops, etc, your health meter doesn't drop. If your character stops keeping up a "Quota" of some sort, his health meter will tick down till he dies. I know there are health packs in the game, i wonder if some of the Thugs could be given a low drop rate so you could get a boost of health. That would be cool.
Posted on August 18, 2010 10:31PM by motorsport71
oh yeah is there an option to adjust the number of rioters in all the areas?
Posted on August 19, 2010 3:41AM by xmaners10
The latest version includes a new War Presets so you can quickly scale up/down the amount of violence int he city with just a combo box selection and a save.

But for clarity all the properties are available from the editor so if you want to increase just the street thugs and not the car crews you can easily do that. Just examine the street thugs node in the editor and let me know if more comments need to be made or if some are not clear. the max can exist, max per tick and max chance created type properties are the most central to contolling the amounts and how often things happen in the cores.
Posted on August 19, 2010 2:22PM by Ironhide
Hey thanks for a great mod! ;)

But in a latest version I have a prob with all the time opening console.

There is info something like that:

[EXCEPTION]

CarCrews.HavokTick

Not Found

VOID GTA.Vechcle.BurstTire

Can you help me?
Posted on August 20, 2010 1:56AM by shakal
Sure thing. You need to update to the latest SHDN as described in the requirements file. The latest version added a number of bug fixes but also added the ability burst tires finally, which AW takes full advantage of.
Posted on August 20, 2010 2:18AM by Ironhide
Is this working on GTA IV Patch 1.0.3.0 answer please.!!

BTW Look Great 10/10
Posted on August 20, 2010 3:09AM by Jenny54
From my requirements file in the package:

PC GTAIV version 1.0.7.0 or later. Previous versions may work, but they are not tested or supported by me.
Posted on August 20, 2010 3:38AM by Ironhide
ok
Posted on August 20, 2010 6:56AM by Jenny54
looking forward to trying this out!
Posted on August 20, 2010 11:28AM by iGamer
my game occassionaly crashes after 10 mins of playing? any idea why?
Posted on August 20, 2010 9:22PM by xmaners10
Possibly due to WarpCharIntoCar which some people experience issues with. It is a known problem. The next version of AW will have the function that uses that disabled until a new SHDN release that helps address it gets pushed out.

The next AW release is being tested right now and I will be releasing it within the next 30min if the latest batch of changes appear stable. Time now is 10:33pm CST so probably by 11pm v2.0.1.3 will push out.
Posted on August 20, 2010 10:14PM by Ironhide
v2.0.1.3 should resolve the warp related script thread abort issue. It ran here for 6 hours on Chaos presets.
Posted on August 21, 2010 8:51AM by Ironhide
LOVE this mod, but I have a small request - could you give the option of DISABLING certain or all weapons, and have the peds still go apeshit and just fistfight each other? I tried setting all weapons to 2000 but they still spawn normally.

I really want to see a zombie mod, but none exist for the later version of the game. A no weapons option would be the closest thing. :/

Thanks for the mod, and for reading if you do! 10/10
Posted on August 22, 2010 12:12AM by knightofni
Excellent glad you're liking it! I'm having a good time building this monster. As far as weapons go that is litterally about the only thing that hasn't been touched. The weapons selection code. Way to many other things have been the priority so I haven't looked into the weapon at all.

But what I will do is just add a quick couple properties in AllThugs such as NothingButFists and NothingButMelee (bats, knives etc) and in the arming code do a check on those and arm, or disarm, accordingly. The defaults for both will always be False of course as new versions ship but that should do for now. Currently in the middle of very big critical edits to the car crews so not sure ETA on next.
Posted on August 22, 2010 12:38AM by Ironhide
lol.. that is goofy has * GOD that made me laugh so hard. I did what I said and tested for the * of it. Was walking over to a street thug and he came running at me full speed with a Baseball bat posed like he was going to knock a ball out of the park, so I shot him in the head. And watching 3 goons going at it with a knife, a bat and a pool Q while a cop stands near taking pot shots at them with a .45. Good suggestion dude that just added another goofy element to the whole thing. As soon as I get the latest build stable you'll have your BloodSport city to play with :)
Posted on August 22, 2010 1:00AM by Ironhide
Haha, wow, thanks for the quick response and test. Can't wait to see it!
Posted on August 22, 2010 1:10AM by knightofni
why didn't i think of that suggestion XD and oh yeah when's the next version gonna be released?
Posted on August 22, 2010 2:06AM by xmaners10
This morning. Ran the latest for 6 1/2 hours. Noted some issues for next build, but no crash so I'll package and release by 7:30am or 8am. Still have to edit the rev history.
Posted on August 22, 2010 7:55AM by Ironhide
Ok it's out let me know how the melee battles go :)
Posted on August 22, 2010 9:53AM by Ironhide
lol melee battles are so awesome now XD...its like tekken or sumthing XD

And oh yeah how do i make everyone (not just the thugs, i mean all peds) attack?
Posted on August 23, 2010 1:05AM by xmaners10
All peds? You'd increase 'maxcanexist' to a really high number. I had it at 100 and EVERYONE was fighting.

Also increase the 'thugs created per tick'... I don't remember what phrase it uses exactly, but 100 again will quickly fill the streets.
Posted on August 23, 2010 1:13AM by knightofni
thanks man its like * on earth now XD
Posted on August 23, 2010 3:23AM by xmaners10
Nobody can give a clear explanation about installing this mod?

Ironhide you should have a meter TUTO clear.
Posted on August 24, 2010 3:53PM by onclsam13
Redoing comment as I was too annoyed. Lets try this again.

From the AW.Requirements.2010.Txt file that comes with the package.

Installation:

1 - Copy or unpack ScriptHook.dll, ScriptHookDotNet.asi and xlive.dll (or other ASI loader) into the root of GTAIV.

2 - Create a scripts folder off the root of GTAIV

3 - Copy or unpack the contents of AmbientWars into the scripts folder.

4 - Load the game using LaunchGTAIV.exe (if using XLiveLess) or the game directly if using other loaders that support direct EXE launch.

5 - Enter the world and confirm ScriptHook is working by pressing the tilde key. If the command console opens then you have done it correctly and ScriptHook is running so press again to close the console.

5b- Optional: type ReloadScripts into the console and confirm ScriptHook reloads 3 scripts from AmbientWars. This 100% confirms ScriptHook is working in the game and can also be used after changing AmbientWars.ini file settings to have it reload your changes without needing to restart the game. If this is your intent then toggle AW off (F9 is default to toggle on/off), make changes, ReloadScripts, toggle back on, test changes.

6 - Press the Ambient Wars hotkey (F9 is default). If you see your health and armor flash and grow then AW has turned ON. If you see your health go to full and the armor flash between 50 and 100 then AW has toggled OFF.

7 - Let the carnage begin!

Let me know which part of this is unclear and I will assist you with it.

Also for future reference, instead of just giving something a * vote without ever having tried it, and without ever having asked anywhere at all in the support thread, try instead asking for help? You'll very likely get it. A lot of it. Thanks!
Posted on August 24, 2010 5:06PM by Ironhide
Nice thanks !
Posted on August 24, 2010 8:06PM by onclsam13
tilde ??

sorry for double post
Posted on August 24, 2010 8:17PM by onclsam13
The ~ / ` key.
Posted on August 24, 2010 10:54PM by Ironhide
a good option would be for everyone to be in cars and bumping each other, if that was possible lol
Posted on August 25, 2010 6:13AM by xmaners10
That is what I see all the scripts are loaded but when I press F9 nothing that happens!

http://i39.servimg.com/u/f39/15/19/34/70/gtaiv-26.jpg
Posted on August 25, 2010 7:10AM by onclsam13
Take issues to the support thread:

http://www.gtagaming.com/forums/showthread.php?t=124151&page=9

Posted on August 25, 2010 8:03AM by Ironhide
I managed to make it work thank you for your help:)
Posted on August 25, 2010 8:27AM by onclsam13
No problem. It's under active development and has known issues which are and will be addressed over time, however it is mostly functional and many folks are having a good time with the chaos it provides, including me :)

For any future problems or questions please use the support thread.
Posted on August 25, 2010 9:15AM by Ironhide
im add a vidéo
Posted on August 26, 2010 9:01AM by onclsam13
when's the next update gonna come out? and what new features?
Posted on August 29, 2010 6:41PM by xmaners10
The crews are being worked on to try and address the "dragger" issue. Extremely difficult to consistently fix.
Posted on August 29, 2010 7:06PM by Ironhide
please help! can u make a vid where to put the xlive.dll scripthookdotnet.asi sripthook.dll and where i put the ambient wars file???thx... btw im using gta 4 1.0.4.... i cant make ambient wars to start i press f9 nothing happens so there might be a problem where i put the files.... please help me with this problem
Posted on August 31, 2010 8:47AM by jamil19
The requirements file that comes with it describes what files are required, where they go, and the minimum supported version of GTA 4 to use it.

Regarding earlier versions of GTA 4, from the requirements file listed above:

GAME:

PC GTAIV version 1.0.7.0 or later. Previous versions may work, but they are not tested or supported by me.
Posted on August 31, 2010 3:02PM by Ironhide
Ok there's a new in-game editor. It's initial draft and still rough but it's working enough to release.

Give it a go and let me know.
Posted on September 11, 2010 7:09PM by Ironhide
There are significant performance improvements in v2.1.0.0 and other stuff including more bugs fixed.
Posted on September 22, 2010 8:14AM by Ironhide
Currently working on some kind of Police Squads finally so cops can more smartly and with vigor persue car crews.
Posted on September 25, 2010 10:19AM by Ironhide
does this work on patch 1.0.4.0???
Posted on October 2, 2010 7:36AM by Lexan90
That is ancient. And it uses methods from the latest SHDN that do not exist in a version of SHDN that works with such an old version of the game.

However. since I have not (nor ever will) directly tested this with any version of the game older than 1.0.7+, this is what I say in my AW.Requirements.2010.Txt that comes with the package:

Ambient Wars Revival 2010 v2.0.1.6+ - Requirements

GAME:

PC GTAIV version 1.0.7.0 or later. Previous versions may work, but they are not tested or supported by me.

CODE:

Ambient Wars Revival v2.x or later.

AW 2010 Download

http://www.gta4-mods.com/script/ambient-wars-revival-2010---a-new-begining-f6036

AW 2010 Support Thread

http://www.gtagaming.com/forums/showthread.php?t=124151

GTAIV ScriptHook 0.5.1.0 or later.

GTAIV .Net Script Hook v1.7.1.6+ BETA or later.

XLiveLess 0.999b7 ASI Loader or other functioning ASI loader.

Microsoft .NET 4.0 Framework or compatible.

You can find ScriptHookDotNet and links to everything else except Ambient Wars at the following support site:

http://www.gtaforums.com/index.php?showtopic=392325

Posted on October 2, 2010 11:45AM by Ironhide
AW seems to be working fine with my 1.0.6.0 game. I use the 1.0.7.0 for all strictly AW uses, but 1.0.6.0 can still be modded via the last sparkIV making it, to me, the most versatile of patches.
Posted on October 3, 2010 8:06PM by motorsport71
Because AW uses a mixture of objects including a number wrapped by SHDN, the SHDN has to be a new enough version with the critial bugs identified by AW that were fixed inside SHDN which is why a certain minimum version of SHDN is listed in the requirements file. And AFAIK to use SHDN with that really old 1.0.4 game version you have to use a really old version of SHDN, which would not work with AW for the reasons just described.
Posted on October 5, 2010 6:54AM by Ironhide
i have problems with this, it says tire burst smthing missing on the net scripthook
Posted on October 24, 2010 10:45PM by kudoboi
kudoboi, are you using all the above mentioned requirements? 1.0.7.0, xliveless 0.999b7, SHDN v1.7.1.6, scripthook 0.5.1.0, .Net Framework 4.0, etc?

This error usually occurs when an old version scripthook .net and / or an old version of GTA IV are present. Make sure all are up Ambient Wars requirements.
Posted on October 25, 2010 7:13PM by motorsport71
* AWSOME! YOUR'E MY HERO! THESE OTHER PEOPLE SHOULD ALSO GIVE U 10/10 FOR IT! THANKS...X1000000

Posted on January 9, 2011 10:00AM by newhope8
http://www.youtube.com/watch?v=FuTsiGV0xVw&feature=player_embedded

Its ok Ironhide?
Posted on February 6, 2011 9:49AM by DragoN_POR
Can you make it so that when "Thugsonlyusefist" is true, the peds dont run away from you when you shoot at them?

:/
Posted on March 26, 2011 11:25PM by residentj3553
Can you make it so that when "Thugsonlyusefist" is true, the peds dont run away from you when you shoot at them?

:/
Posted on March 26, 2011 11:28PM by residentj3553
This version is more stable I think than the last one and can also be combined with Hippiecommunist’s Contact Missions mod. So you can add heavily armed terrorists (from terrorist hunt mission option) to the panic of the city!

One question; I tried to alter the parameters in the mayhem options in order to have more cars exploding (like in the previous version) but although I tried many numbers (from 1 to 1000) in the mayhem configuration options (cars tanks and engines explosions, mayhem per tick rate etc) I didn’t have the effect. Can anyone please tell me what parameters do I have to use in order to have many cars explode by themselves in the streets of LC?

Thanks
Posted on April 12, 2011 12:43AM by gorgonut
i've got a problem, there's a green text when i'm playing, and it say's somthing of exeption, and it even pops up when i'm not using the mod. what should i do?
Posted on April 13, 2011 10:07AM by pompelieda
@pompelieda; Did you copy ALL the files in the scripts folder? And the txt files too? Also read the previous posts shakal seemed to have the same problem.

Posted on April 14, 2011 9:45AM by gorgonut
This mod looks very good but i'm having trouble trying to use it. It keeps crashing my GTA with SMP60 error. The only thing i have installed is some added (not replaced) cars, perhaps is this?

(sorry for my bad english)
Posted on May 19, 2011 12:40AM by Turivol
(10/10)

Excellent mod; I can't believe I waited so long to try it.
Posted on May 26, 2011 5:53PM by X42.0
it doesent work for me :( help
Posted on May 29, 2011 11:46AM by blurt12
Kudos on the mod! it is fantastic. running well on 1.0.7. with clip capture disabled (used to crash after 10 mins or so)
Posted on June 5, 2011 5:04AM by DaNReD
Also, anyone know how to make this work with multiplayer? (due to xliveless)

would be the best to do this over lan.
Posted on June 5, 2011 5:09AM by DaNReD
Ironhide can you please help me? my problem is i cant see the ingame configuration that good :( its like to big for my screen! please help me man? i really want this mod :)))
Posted on June 20, 2011 9:44PM by IOD97
oh yeah i figured out the problem, but for it to work for me, the menu needs to fit 800 x 600 60Hz, would you be able to help me with that? just make it so it can fit a 800 x 600 60 hz? :)))
Posted on June 21, 2011 11:52PM by IOD97
Very funny!

Good Work
Posted on September 2, 2011 4:29PM by SirMalgache
well done sir well done

Posted on September 7, 2011 4:20PM by automatk47
How to istall this 0.o

It doesn't work for me

patch 1.0.7.0

Posted on December 17, 2011 5:42AM by jelle1212
make a video with instalation please...i dnt understand nothing

Posted on January 21, 2012 5:24AM by TheAdyMonster
i need this mod its great...contact me on facebook http://www.facebook.com/profile.php?id=100002942715975
Posted on January 21, 2012 5:29AM by TheAdyMonster
error!!!!!!! after 5 seconds!
Posted on February 22, 2012 10:36AM by aztec2012
How can i make more thugs spawn like in once area there would be like 50 thugs or something
Posted on July 29, 2012 6:38PM by haws1290
Hello... i seem to be getting this mod to work by checking scripthook and everything, everything is installed... but nothings happening. there arent any wars or anything going on, nothing is happening. it is all correctly installed according to your instructions. whats up?
Posted on September 29, 2012 11:54PM by charley43144
Whenever I run the Ambient Wars, meaning press f10, my game keeps on clicking the tilde at random times, any solution?
Posted on October 10, 2012 6:14PM by howtofred
This crashes me when i die

Posted on October 18, 2012 4:36PM by pr0t0typ3IV
Amazing mod; however, once I downloaded it, I could no longer play any multiplayer game, infinite loading screen, might be because of the combination of my mods, but they usually let me play as long as I don't enable the scripts... idk.
Posted on May 26, 2013 7:01PM by xbon
i can confirm it's this mod, I deleted every other mod to test it out
Posted on May 28, 2013 8:38PM by xbon
Do you have to turn on Player Assist(God Mode) for the mod to work?
Posted on July 29, 2013 9:26AM by Virazol
Can you make a bigger Scale WAR, LOVE THIS MOD
Posted on October 20, 2013 1:04AM by huyluong1090
I have a weird issue with this mod; Sometimes a "save"-screen pops up?? It just pauses the game and gives a screen with a list of save-games and I could save one there... Why the heck does it pop up? I'm just walking around. Although, I must say, things like this happens when I crouch. Does it have to do with some kind of key-combination? I also got the vehicle-spawner in my face once. Very annoying, I don't know what's causing this. Are there any specific key-commands and could I disable them?
Posted on November 2, 2013 2:13PM by Damage Inc.
Ah, I did some digging and it is indeed the combination of CTRL+S that brings up a save-screen. Isn't this a default keymap? If so, then why on Earth did you think mapping the crouch and backward key together to bring up a menu was a good idea? XD

I was thinking I f-ed up my GTAIV so much with modding that I would get weird results by pressing certain keys, but it was simply when I would crouch and walk backwards, making this mod bring up the save-screen. lol
Posted on November 4, 2013 11:40AM by Damage Inc.
This awesome mod adds thugs that randomly get in fights with the police and other pedestrians 10/10 It's too bad the mod creator has lost interest in updating it though.
Posted on November 20, 2013 5:39PM by coldroll
It seems cool, but I cant get it to work. It seems to be something with the scripthook. Is it compatible with the simple native trainer? When I try to bring up the console I just get a taxi.
Posted on January 17, 2014 2:14PM by Naranja
Can anyone help, please? When I start the script the console just keeps opening itself. It makes the game unplayable. This is very annoying! -.-
Posted on February 26, 2014 1:07PM by TheUniT
It's very buggy. When I start the script the console just keeps opening itself wich makes the game unplayable.

Rated: 1/10
Posted on February 26, 2014 1:08PM by TheUniT
0/10 my game keeps opening the ******* console every 5 seconds.
Posted on August 4, 2014 2:36PM by risse332
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