
This makes Liberty City in GTA IV the most lifelike city to feature in any Grand Theft Auto game yet. BackgroundThe entire map is smaller than that of San Andreas, but is immensely more detailed. Submissions.Grand Theft Auto 4 Map - 35+ images - philadelphia and surrounding areas envisioned as a grand, grand theft auto iv trophy guide psnprofiles, big gta.Grand Theft Auto IV script to create a basic battle between two teams.
I recommend downloading LCPD:FR, which bundles all of the requirements. InstallingPrerrequisites: GTA IV ScriptHookDotNet and its requirements. Since most functions and methods are the same between GTA5, RDR2 and GTA4, and the language used is the same (C#), almost all functionalities were ported to GTA IV. This is a port of GTA V SimpleGangWar script and RDR2 SimpleGangWar script. GTA IV: Remastered - Ultra Realistic Graphics. Grand Theft Auto IV Street Map GTA 4 game Map.
Press the hotkey once to enter the "exit mode" (it will ask for confirmation to stop the battle) Right after defining both spawnpoints, peds from both teams will spawn on their respective spawnpoints, and fight each other After pressing the hotkey, you must do the same to define where the allies will spawn The script will ask you to move to where the enemies will spawn In-game help popups will describe what to do, but these are the different stages you will find: Extract and put SimpleGangWar.cs and SimpleGangWar.ini into the Grand Theft Auto IV/scripts folder UsageThe key F9 ("Hotkey") is used to navigate through all the steps of the script.
The settings "MaxPeds"/"MaxPedsPerTeam" are used to determine how many peds can be fighting on each team at the same time, regulating the respawn rate of reinforcements.¹ In this GTA IV implementation, peds that are "Wounded In Action" are treated as killed - this means peds that are still alive, but hurt and bleeding on the floor, unable to keep fighting.Notice that in GTAV and RDR2, wounded peds remain alive for a small time, while in GTA IV they can remain for longer (forever?). As peds get killed¹, new peds are spawned on the respective team spawnpoint as replacements. When the battle starts, peds from both teams will spawn on their respective spawnpoints, and start fighting their adversaries.
The setting "MaxSpawnPeds" can be used for limiting the amount of replacements that will spawn for a team. The battle can be paused and resumed any time with the "SpawnHotkey" - the existing peds will keep fighting, but no more peds will spawn on any of the teams. This is done by making one ped run out of peds, by disabling the respawning (on that team or both teams) and having all their members killed.
Models: list of ped models ( Reference) Ped models and weapons: each ped will spawn with a random Ped Model and Weapon, chosen from the configured Models and Weapons lists. If any item name does not exist, SimpleGangWar will crash! When the battle is definitively ended (using the main hotkey to navigate between the different stages of the script), all the peds (both alive and killed/downed) are instantly removed from the game.Settings can be defined on the SimpleGangWar.ini file, being the following: ALLIED_TEAM & ENEMY_TEAMAll lists of items (models & weapons) are separated by comma ( ,) or semi-colon ( ).
MaxSpawnPeds: limit of peds that will spawn on the team. MaxPeds: maximum alive peds on the team at the same time (if not specified, the MaxPedsPerTeam setting will be used) (greater/equal to 0) Accuracy: accuracy for peds (greater/equal to 0 if -1, not changed) Armor: armor for peds (greater/equal to 0 if -1, not changed) Health: health for peds (should not be less than 100 if -1, not changed)
If more than this quantity of peds are near the spawnpoint, no more peds on the team will spawn (greater than 0 if 0, not set) SpawnpointFloodLimitPeds: limit how many peds can be near its spawnpoint. MaxPedsPerTeam: maximum alive peds on each team - teams with the setting MaxPeds will ignore this option (greater/equal to 0) SpawnHotkey: hotkey used to pause/resume ped spawn in both teams ( Reference) Hotkey: the single hotkey used to iterate over the script stages ( Reference)
RunToSpawnpoint: if true, the peds task will be to run to their enemies' spawnpoint if false, will be to fight hated targets on the area (true/false) (currently not working, fine, recommended to leave on false or remove). RemoveDeadPeds: if true, mark dead peds as no longer needed, making the game handle their cleanup recommended to keep it enabled for long fights, as many persistent bodies may crash the game (true/false) ShowBlipsOnPeds: if true, each spawned ped will have a blip on the map (true/false) Can be integer or decimal (if using decimals, use dot or comma depending on your system regional settings)
IdleInterval: when battle is not runningThis is a list of known issues that are currently not being tracked, or are unfixable. Two values are available, depending on the battle stage: Default values are recommended. Lower values will have more precise results but also use more system resources.
Peds may not fight if spawnpoints are too far. For now it's recommended to keep this setting disabled, as peds seem to fight well with the defaul behaviour. RunToSpawnpoint=true is not working fine peds usually keep stuttering forever, or slow-walk into the enemies.

docs(README): describe how the battle works describe difference between Known Bugs and Github Issues
