I'm after some help modding the AIConfig.xml file. I'm trying to enable the option which makes cops chase you when you speed. Apparently the PS/2 version has this enabled and I've heard a rumor about a old mod which did this, but for the life of me I can't re-create it (or find the old mod). If I could get hold of the PS/2 version of this file I could compare it, but I'm not sure how I could get this atm.
I won't tell you which parameters I've tried or what my theory is right now because I want a fresh opinion.
Anyone know anything about this or have any tips which could help me out?
Cheers boiz. :D
TDU AIConfig.xml & Cops Chasing you for Speeding
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Re: TDU AIConfig.xml & Cops Chasing you for Speeding
> Moved to Mods and Editing (shadow topic will be deleted in week or so)
i never actaully heard about it before. that cops can chase you for speeding, it sure would be very interesting.
you think its in the alconfig.xml ? where are the config files located ? im working on re5 right now, so i can't bother to go thru all tdu files atm. would be helpful if you can attach related config files to post.
it may have different encryption. so in other words, maybe the tdudec tool doesn't work on ps version. or hmm .. does it even use encryption and such config. as far as i have checked...console games are totally different format.
you can always get one from torrent sites. tdu is not so old, there should be tons of good torrents out there.
i never actaully heard about it before. that cops can chase you for speeding, it sure would be very interesting.
you think its in the alconfig.xml ? where are the config files located ? im working on re5 right now, so i can't bother to go thru all tdu files atm. would be helpful if you can attach related config files to post.
it may have different encryption. so in other words, maybe the tdudec tool doesn't work on ps version. or hmm .. does it even use encryption and such config. as far as i have checked...console games are totally different format.
you can always get one from torrent sites. tdu is not so old, there should be tons of good torrents out there.
Re: TDU AIConfig.xml & Cops Chasing you for Speeding
<TDU Folder>\Euro\Bnk\DataBase\AIConfig.xml
The TDUDec tool does work on it, and it encrypts and works fine again as well.
I've attached a decrypted version anyway.
It's possible that the PC version's engine doesn't allow for this feature or that it's hard coded to be off, but it's worth a look based on what I've seen in AIConfig.xml.
The TDUDec tool does work on it, and it encrypts and works fine again as well.
I've attached a decrypted version anyway.
It's possible that the PC version's engine doesn't allow for this feature or that it's hard coded to be off, but it's worth a look based on what I've seen in AIConfig.xml.
Sorry, thought this came under the category of a 'hack'. I guess not in hindsight :)Sethioz wrote:> Moved to Mods and Editing (shadow topic will be deleted in week or so)
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Re: TDU AIConfig.xml & Cops Chasing you for Speeding
umm honostly i didn't see anything that might relate to "chase if speeding"
i wonder if you change <PoliceForceChase> from false to true, would cops always chase you then ?!
also there's other interesting things that most likely will turn off capture. so you can stand in middle of cops, but they are unable to get you.
i wonder if you change <PoliceForceChase> from false to true, would cops always chase you then ?!
also there's other interesting things that most likely will turn off capture. so you can stand in middle of cops, but they are unable to get you.
Re: TDU AIConfig.xml & Cops Chasing you for Speeding
The ones I had my eyes on were:
<InfSpeedLimitTolerance>1.100</InfSpeedLimitTolerance>
<InfSpeedLimitFactor>1.000</InfSpeedLimitFactor>
&
<InfAllButCollision>true</InfAllButCollision>
<InfSpeedLimitTolerance>1.100</InfSpeedLimitTolerance>
<InfSpeedLimitFactor>1.000</InfSpeedLimitFactor>
&
<InfAllButCollision>true</InfAllButCollision>
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Re: TDU AIConfig.xml & Cops Chasing you for Speeding
these doesn't make much sense, because it is not true or false, but some numeric value. same with redlight and such.
for example this <InfCollisionValue>6.000</InfCollisionValue> makes no sense to me. why would it be on 6 ? does it mean that you need this heavy collision to cause police to chase ? if so .. then how can it be related to speeding.
umm actually it could be, cuz it just hit me that speedlimits are different in city. highways..etc. so most likely it is coded into game. so this value means that if you go over the speedlimit "that" much, then they chase you. so it seems that 1.000 is disabled ?! but still makes no sense. cuz one of them is 1.1 and other is 1 and redlight is 3.
im not much of a modder, so i don't have much ideas what could be done.
for example this <InfCollisionValue>6.000</InfCollisionValue> makes no sense to me. why would it be on 6 ? does it mean that you need this heavy collision to cause police to chase ? if so .. then how can it be related to speeding.
umm actually it could be, cuz it just hit me that speedlimits are different in city. highways..etc. so most likely it is coded into game. so this value means that if you go over the speedlimit "that" much, then they chase you. so it seems that 1.000 is disabled ?! but still makes no sense. cuz one of them is 1.1 and other is 1 and redlight is 3.
im not much of a modder, so i don't have much ideas what could be done.
Re: TDU AIConfig.xml & Cops Chasing you for Speeding
From what I am guessing the parameters have the following meanings:
<InfLimit>12.000</InfLimit> - 'score' required for one full shield
<InfACGraceDelay>5.000</InfACGraceDelay> - time that half a shield is active
<InfGracePeriod>2.000</InfGracePeriod> - time that half a shield flashes
<InfLoweringFactor>1.000</InfLoweringFactor> - how fast your score lowers
<InfCollisionValue>6.000</InfCollisionValue> - score for one collision (ie; half a shield)
<InfSpeedLimitTolerance>1.100</InfSpeedLimitTolerance> - what the cop's tolerance for speeding is? <1 = ignore?, 0 = no tolerance?, maybe somewhere in the middle gives a percentage ignored??
<InfSpeedLimitFactor>1.000</InfSpeedLimitFactor> - multiple of speed limit required to be counted as an infringement? Eg; in a 100km/hr speed limit zone, 1.0 = infringement speed is 100km/hr, 1.5 = 150km/hr etc??
<InfOncomingLaneFactor>1.000</InfOncomingLaneFactor> - multiplier for oncoming lane infringement. 1.0 = oncoming infringement is 100% enforced, 0.5 = 50% enforced??
<InfOncomingLaneValue>3.000</InfOncomingLaneValue> - score for oncoming lane infringement
<InfRedLightValue>3.000</InfRedLightValue> - score for running a red light
<InfStopValue>3.000</InfStopValue> - score for running a stop sign
<InfYieldValue>3.000</InfYieldValue> - score for failing to yield
<InfAllowedDistToStop>10.000</InfAllowedDistToStop> - distance (in km?) that a cop can chase you?
<InfAllowedSpeedToStop>1.000</InfAllowedSpeedToStop> - speed (as in 1.0 = 100% of max speed) that a cop can drive to chase you? or else just 1=allowed to speed, 0 = not allowed?
<InfAllowedDurationOnControl>7.000</InfAllowedDurationOnControl> - ?
<InfYieldObsTimeToJunc>1.000</InfYieldObsTimeToJunc> - Time allowed to obstruct an intersection before causing an infringement???
<InfCopMalusFactor>2.000</InfCopMalusFactor> - How aggressive cops are initially?
<InfPoliceDamLimit>36.000</InfPoliceDamLimit> - score required for police roadblock
<InfSecondCopLimit>24.000</InfSecondCopLimit> - score required for 2nd police car
<InfThirdCopLimit>36.000</InfThirdCopLimit> - score required for 3rd police car
<InfAggressiveLimit>36.000</InfAggressiveLimit> - score required for cops to become really aggressive?
<WitnessedOffenceTime>0.100</WitnessedOffenceTime> - How long an offense has to happen for it to be 'observed'??
<WitnessedOffenceValue>12.000</WitnessedOffenceValue> - score for crashing into a cop
<InfAllButCollision>true</InfAllButCollision> - ignore all but collisions??? This one could be the key to unlocking all the other infringement types but I haven't been able to enable any change using this so far
<FineCarValue>1000</FineCarValue> - fine value for hitting a car
<FineSetValue>250</FineSetValue> - fine value for hitting a sign
<RecidiveTime>180.00</RecidiveTime> - some kind of timeout until you loose the cops?
<GInfMaxValue>100.000</GInfMaxValue> - infringement multiplier? (100 = 100%)
<GInfLoweringFactor>0.100</GInfLoweringFactor> - infringement lowering multiplier (not sure when this would be used - maybe for stopping right away when a cop starts chasing you??)
<GInfDestroyCar>20.000</GInfDestroyCar> - This one looks interesting! Possible meanings - # of infringements required before your car is taken off you!?
<InfLimit>12.000</InfLimit> - 'score' required for one full shield
<InfACGraceDelay>5.000</InfACGraceDelay> - time that half a shield is active
<InfGracePeriod>2.000</InfGracePeriod> - time that half a shield flashes
<InfLoweringFactor>1.000</InfLoweringFactor> - how fast your score lowers
<InfCollisionValue>6.000</InfCollisionValue> - score for one collision (ie; half a shield)
<InfSpeedLimitTolerance>1.100</InfSpeedLimitTolerance> - what the cop's tolerance for speeding is? <1 = ignore?, 0 = no tolerance?, maybe somewhere in the middle gives a percentage ignored??
<InfSpeedLimitFactor>1.000</InfSpeedLimitFactor> - multiple of speed limit required to be counted as an infringement? Eg; in a 100km/hr speed limit zone, 1.0 = infringement speed is 100km/hr, 1.5 = 150km/hr etc??
<InfOncomingLaneFactor>1.000</InfOncomingLaneFactor> - multiplier for oncoming lane infringement. 1.0 = oncoming infringement is 100% enforced, 0.5 = 50% enforced??
<InfOncomingLaneValue>3.000</InfOncomingLaneValue> - score for oncoming lane infringement
<InfRedLightValue>3.000</InfRedLightValue> - score for running a red light
<InfStopValue>3.000</InfStopValue> - score for running a stop sign
<InfYieldValue>3.000</InfYieldValue> - score for failing to yield
<InfAllowedDistToStop>10.000</InfAllowedDistToStop> - distance (in km?) that a cop can chase you?
<InfAllowedSpeedToStop>1.000</InfAllowedSpeedToStop> - speed (as in 1.0 = 100% of max speed) that a cop can drive to chase you? or else just 1=allowed to speed, 0 = not allowed?
<InfAllowedDurationOnControl>7.000</InfAllowedDurationOnControl> - ?
<InfYieldObsTimeToJunc>1.000</InfYieldObsTimeToJunc> - Time allowed to obstruct an intersection before causing an infringement???
<InfCopMalusFactor>2.000</InfCopMalusFactor> - How aggressive cops are initially?
<InfPoliceDamLimit>36.000</InfPoliceDamLimit> - score required for police roadblock
<InfSecondCopLimit>24.000</InfSecondCopLimit> - score required for 2nd police car
<InfThirdCopLimit>36.000</InfThirdCopLimit> - score required for 3rd police car
<InfAggressiveLimit>36.000</InfAggressiveLimit> - score required for cops to become really aggressive?
<WitnessedOffenceTime>0.100</WitnessedOffenceTime> - How long an offense has to happen for it to be 'observed'??
<WitnessedOffenceValue>12.000</WitnessedOffenceValue> - score for crashing into a cop
<InfAllButCollision>true</InfAllButCollision> - ignore all but collisions??? This one could be the key to unlocking all the other infringement types but I haven't been able to enable any change using this so far
<FineCarValue>1000</FineCarValue> - fine value for hitting a car
<FineSetValue>250</FineSetValue> - fine value for hitting a sign
<RecidiveTime>180.00</RecidiveTime> - some kind of timeout until you loose the cops?
<GInfMaxValue>100.000</GInfMaxValue> - infringement multiplier? (100 = 100%)
<GInfLoweringFactor>0.100</GInfLoweringFactor> - infringement lowering multiplier (not sure when this would be used - maybe for stopping right away when a cop starts chasing you??)
<GInfDestroyCar>20.000</GInfDestroyCar> - This one looks interesting! Possible meanings - # of infringements required before your car is taken off you!?
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Re: TDU AIConfig.xml & Cops Chasing you for Speeding
sry my mind is on re5. now it makes sense.
<InfAllButCollision>true</InfAllButCollision> < this surely should be false, before trying other things.
if you can put some effort in tdu, then you can just test. change this one to false and then play around with other stuff. like redlight, maybe at least you get cops to chase you when you run the red light.
nice work btw, with the explainations.
<InfAllButCollision>true</InfAllButCollision> < this surely should be false, before trying other things.
if you can put some effort in tdu, then you can just test. change this one to false and then play around with other stuff. like redlight, maybe at least you get cops to chase you when you run the red light.
nice work btw, with the explainations.
Re: TDU AIConfig.xml & Cops Chasing you for Speeding
Yeah, that's what I'm thinking. The setting seems backwards tho; 'Infringement - All But Collision' seems to say that all infringements except for collisions are counted, but maybe it really means "ignore all but collisions" as this would fit in with what actually happens in the game by default?Sethioz wrote:<InfAllButCollision>true</InfAllButCollision> < this surely should be false, before trying other things.
I've definitely tried quite a few combinations, but nothing seems to be working. Maybe there's another config setting elsewhere which is controlling the 'speeding' infringement on/off.
Cheers :) Anything with a question mark is only a guess tho :Dnice work btw, with the explainations.
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Re: TDU AIConfig.xml & Cops Chasing you for Speeding
i tought same that it means "ignore everything but collisions".
as i said, i would go for the other things too. change as much as you can. like make them chase you for red light and everything else possibily listed there.
if nothing works, then either as you said, hard coded or there's just something else.
as i said, i would go for the other things too. change as much as you can. like make them chase you for red light and everything else possibily listed there.
if nothing works, then either as you said, hard coded or there's just something else.
Re: TDU AIConfig.xml & Cops Chasing you for Speeding
Yeah, that's a good idea to try the red lights etc as those settings are pretty straight forward... I'll try it and see what happens.