PEV: DT SWAT Interior Fix 1.2.0 Release
1.737
50
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27. feb 2022
Make sure to join our Discord for suggestions, bug reports, support, and a look at what's going on. "https://discord.gg/apm3xCcg82".
=== About Project Enhancement V ===
"PEV is a collection of modifications to enhance Grand Theft Auto V without the use of scripts with many hours formulating ideas, conducting analytical researches, investigations, and tests, as well as working around the limits through every loophole we can possibly find to push the game's native files to its limits."
=== About DT SWAT Interior Fix ===
"A modification provided by the PEV TEAM for SWAT to function properly when inside an interior."
=== In-Depth Information ===
So some of you may have noticed or some of you have not, but since the release of Grand Theft Auto V Rockstar has either left a bug or a feature half implemented for interiors. It seems as if the attempt of making cops wait outside and for swat to rush in was the idea, but looks like the idea was scrapped and made DT_PoliceAutomobile ignore the flags set by those interiors. However, DT_SwatAutomobile and DT_SwatHelicopter continues to read the flags and causes the issues listed below,
- DT_SwatAutomobile will spawn at half the amount of units at 3 stars defined in dispatch.meta, with 4 increasing them, and 5 allowing the amount of units to be maxed out defined in dispatch.meta
- DT_SwatAutomobile peds will de-load and freeze outside the interior, unless a portal (a door or a window with a clear view) is exposed to the exterior; Rendering Swats unable to push inside interiors unless a cop opens the door first.
- Certain interiors have certain flags ticked on, causing DT_SwatAutomobile to spawn in differently. (In some cases, only half the amount of peds in each DT_SwatAutomobile vehicle.)
- Due to DT_SwatAutomobile peds de-loading there are cases of invisible swats that have not loaded back properly for whatever reason.
- If DT_SwatHelicopter are in the process of rappelling, and if the player enters an interior, the task will abruptly stop due to DT_SwatHelicopter peds de-loading. If the player exits an interior, the same DT_SwatHelicopter peds will load back in, and fall to their deaths.
A quick video to demonstrate DT SWAT De-Loading in Action
https://streamable.com/tq1n0i
However, upon a few months of off and on investigating, the source of the issue was found, and successfully patched for almost every interior in the game allowing DT_SwatAutomobile and DT_SwatHelicopter to function properly with notable changes in behaviors as listed below,
- DT_SwatAutomobile can now drive to your location, deploy, and proceed on-foot without freezing. (deloading).
- DT_SwatHelicopter can now rappel properly when inside an interior, and on-foot rappelled units will no longer despawn entirely.
- Fixes only some bugs related to ghost peds wielding guns due to SWAT loading back from de-loading not properly.
=== Installation ===
1.) Run, and install the .OIV package provided in the winrar file.
2.) Go and play.
For MLO mods, please read this. If the interior has room flags other then flag 96, and flag 100, expect DT_SWATAUTOMOBILE to not function properly with the issues listed above occurring.
=== Credits ===
Thanks Yorpie, for helping me get off my ass to fix this issue and for him listing the interiors needing to be fixed.
=== Changelog ===
Build 06-12-2022
- Touched up some parts of the Zancudo Tower. Removed unwanted flags.
- Fixed recycling plant interior. Removed unwanted flags.
Build 1.2.0
- Touched up some parts of the FIB upper floor office interiors. Removed unwanted flags.
Build 1.1.0
- Touched up some parts of the sewer system. Removed unwanted flags.
Build 1.0.1
- Minor tweaks to .OIV. Updated Information. For those who have downloaded release 1.0, this does not matter.
Build 1.0
Modified for Project Enhancement V
DO NOT DISTRIBUTE WITHOUT PERMISSION OF THE AUTHOR!
First Uploaded: 13. feb 2022
Last Updated: 13. jun 2022
Last Downloaded: okoli 12 ur
31 Comments
More mods by The PEV Team:

- Sound

- Sound
Make sure to join our Discord for suggestions, bug reports, support, and a look at what's going on. "https://discord.gg/apm3xCcg82".
=== About Project Enhancement V ===
"PEV is a collection of modifications to enhance Grand Theft Auto V without the use of scripts with many hours formulating ideas, conducting analytical researches, investigations, and tests, as well as working around the limits through every loophole we can possibly find to push the game's native files to its limits."
=== About DT SWAT Interior Fix ===
"A modification provided by the PEV TEAM for SWAT to function properly when inside an interior."
=== In-Depth Information ===
So some of you may have noticed or some of you have not, but since the release of Grand Theft Auto V Rockstar has either left a bug or a feature half implemented for interiors. It seems as if the attempt of making cops wait outside and for swat to rush in was the idea, but looks like the idea was scrapped and made DT_PoliceAutomobile ignore the flags set by those interiors. However, DT_SwatAutomobile and DT_SwatHelicopter continues to read the flags and causes the issues listed below,
- DT_SwatAutomobile will spawn at half the amount of units at 3 stars defined in dispatch.meta, with 4 increasing them, and 5 allowing the amount of units to be maxed out defined in dispatch.meta
- DT_SwatAutomobile peds will de-load and freeze outside the interior, unless a portal (a door or a window with a clear view) is exposed to the exterior; Rendering Swats unable to push inside interiors unless a cop opens the door first.
- Certain interiors have certain flags ticked on, causing DT_SwatAutomobile to spawn in differently. (In some cases, only half the amount of peds in each DT_SwatAutomobile vehicle.)
- Due to DT_SwatAutomobile peds de-loading there are cases of invisible swats that have not loaded back properly for whatever reason.
- If DT_SwatHelicopter are in the process of rappelling, and if the player enters an interior, the task will abruptly stop due to DT_SwatHelicopter peds de-loading. If the player exits an interior, the same DT_SwatHelicopter peds will load back in, and fall to their deaths.
A quick video to demonstrate DT SWAT De-Loading in Action
https://streamable.com/tq1n0i
However, upon a few months of off and on investigating, the source of the issue was found, and successfully patched for almost every interior in the game allowing DT_SwatAutomobile and DT_SwatHelicopter to function properly with notable changes in behaviors as listed below,
- DT_SwatAutomobile can now drive to your location, deploy, and proceed on-foot without freezing. (deloading).
- DT_SwatHelicopter can now rappel properly when inside an interior, and on-foot rappelled units will no longer despawn entirely.
- Fixes only some bugs related to ghost peds wielding guns due to SWAT loading back from de-loading not properly.
=== Installation ===
1.) Run, and install the .OIV package provided in the winrar file.
2.) Go and play.
For MLO mods, please read this. If the interior has room flags other then flag 96, and flag 100, expect DT_SWATAUTOMOBILE to not function properly with the issues listed above occurring.
=== Credits ===
Thanks Yorpie, for helping me get off my ass to fix this issue and for him listing the interiors needing to be fixed.
=== Changelog ===
Build 06-12-2022
- Touched up some parts of the Zancudo Tower. Removed unwanted flags.
- Fixed recycling plant interior. Removed unwanted flags.
Build 1.2.0
- Touched up some parts of the FIB upper floor office interiors. Removed unwanted flags.
Build 1.1.0
- Touched up some parts of the sewer system. Removed unwanted flags.
Build 1.0.1
- Minor tweaks to .OIV. Updated Information. For those who have downloaded release 1.0, this does not matter.
Build 1.0
Modified for Project Enhancement V
DO NOT DISTRIBUTE WITHOUT PERMISSION OF THE AUTHOR!
First Uploaded: 13. feb 2022
Last Updated: 13. jun 2022
Last Downloaded: okoli 12 ur
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@Jayden585 Cool mod, though what would be really cool, is if you'd be able to bring back Cops arresting NPCs, the animations are there, we just need to figure out how to do it. The current service only allows for players to be arrested, what if we counted NPCs as players? Or possible find a script that would force the cops to arrest NPCs regardless? There's a mod like it: https://www.gta5-mods.com/scripts/cop-arrest-iv-style But it's severely broken and has no support. So hey if you could pull it off, I'd be really thankful (and I think that many other people would be too.)
14. feb 2022 -
@Matushka Haha, id be very inclined to do this. But however, I have very little knowledge in the scripting areas of modding. I can really only take apart existing scripts and make it into my own. Besides, alot of mods I create are purely based off of native files, and I am bound to those files for whatever hardcodes and limitations it has. This includes not being able to get cops to arrest other peds. I have tried atleast making them use a baton, but the pedtype cop itself uses combatflag where it always switches to use best weapon. So its not really viable that way.
14. feb 2022 -
@Jayden585 Can't you remove those flags? Also could you edit DLL files (I don't have the tools to access them) but if you do, you could possibly fix the "Cop Arrest IV" mod? Idk. Also is there a posiblity to add/modify flags? Then you could maybe add a flag to unarmed peds, where cops would engage the Arrest animations and put them in their vehicles. IDK I'm kinda speculating off of my own adventures in OpenIV lol.
14. feb 2022 -
@Jayden585 YO DUDE http://www.dev-c.com/nativedb/ns/AI found this! (under AI) 'void TASK_ARREST_PED(Ped ped, Ped target) // F3B9A78A178572B1 BC0F153D' May this possibly allow arresting AI? Or is this just the simple service task which allows the player to get arrested?
14. feb 2022 -
@Jayden585 No I'm just speculating, again on methods to do this. Could you possibly tell me where I can find these flags? (I only know of the combat behaviour ones)
14. feb 2022 -
@Matushka A task can only be forced via external forces such as a script or hook. Cant do it within native files. I know a guy who attempted to use this for cops to arrest peds actually via a hook through .asi (not entirely the same as a script, as it can run without scripthook) but said trying to implement it was very difficult.
14. feb 2022 -
@Matushka Alexgurrie has an entire deposit of dump structs of hashes to readable flags and etc. You can find the dropbox here, https://github.com/alexguirre/gtav-DumpStructs/tree/master/dumps/gtav. But I also did my own research using the hashcollider tool and uncovered some more.
14. feb 2022 -
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@Jayden585 Thanks my guy, I'm going to look more into this. I'll come up with more info (and hopefully with a script of my own lol).
15. feb 2022 -
Absolutely great mod, the only issue is that it conflicts with Map Fixes.
18. feb 2022 -
@Black_Knife923 Yeah quite obvious that will be a problem. Maybe I will look into some compatibility resolves but I really dont feel like consistently updating a mod due to another mod updating and then stuff breaking.
18. feb 2022 -
@Jayden585 Yep making mods compatible with each other is time-consuming, Thanks for the reply.
19. feb 2022 -
@Matushka Yeah the type of mods that Jayden makes are mostly changes to the game files. Currently the game files do not allow IV style arrest AI. I have been able to make a prototype for a possible mod in the future, but not sure about some things. https://youtu.be/P5B2t0hB9jY. Great AI mod btw.
19. feb 2022 -
@Matushka It's also not that simple as "removing flags for only players to get arrested". or "adding flags for peds to be arrested as well".
19. feb 2022 -
@briancatmaster I understand that, I'm just theorizing on how that can be done.
21. feb 2022 -
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can you add compatibility with https://www.gta5-mods.com/misc/vanilla-expanded-dispatch-beta-1-0 ?
14. jun 2022 -
@aphextwin432 This mod does not affect dispatch files. this mod should compatible.
14. jun 2022
It would be extremely helpful for anyone to report any interiors that may cause issues listed in the description below. It helps build for what this mods purpose is, and I may have missed some along the way. Thanks.