AirForce Intercept When Wanted w/ SixStar Support! 1.6
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If you guys ever played & loved "Jet Intercept When Wanted" mod, Or the recent release of "Helicopter Intercept When Wanted", then buckle your seat belts for this one. For they have full fledged joined the AirForce Military. Now under a single roof, they'll be managed by the military & comes with few delightful configurations at users pleasure.
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
First Uploaded: June 09, 2023
Last Updated: 4 days ago
Last Downloaded: 1 minute ago
196 Comments
If you guys ever played & loved "Jet Intercept When Wanted" mod, Or the recent release of "Helicopter Intercept When Wanted", then buckle your seat belts for this one. For they have full fledged joined the AirForce Military. Now under a single roof, they'll be managed by the military & comes with few delightful configurations at users pleasure.
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
This Mod will also serve as base compliment to upcoming release of "Army At SixStars" mod, Airforce division, giving players action packed & heart-racing moments they'll hopefully never forget.
"Custom Wanted & AirForce Traffic" New Features:
The "Heli Intercept When Wanted" mod, for many who have tested it, will now be merged with the Airforce dispatch mod, thereby consolidating both mods into one (Jets & Heli's).
Four New AirTraffic Scenario's Are Available For Player Use (Jets, Heli's, including Coast Guard & Planes).
All original features from "Jet Intercept When Wanted" & "Heli Intercept When Wanted" Is included, as well as overall stability improvements & removal of any left over bugs, from those original scripts.
Can support up to 5 simultaneous Jets/Gunner Planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as plane. Now Ai pilots can have a Co-pilot with them, for any 2 seat Jets being used in pursuit. Both the Pilot & Co-pilots are now configurable in the ini settings.
Added SixStar support & compatibility for the upcoming "Army At SixStars" mod, which will be mostly directed for the US Airforce division.
Added New Real-time UI Airforce dispatch response, so players can get an idea of whats coming there way!
The "Custom Wanted Level" configuring, still remains from 3 to 5 stars, with SixStar support for ArmyAtSixStar Mod.
For the Heli Section, custom Ped add-ons will be supported. Currently defaulted to US Airforce division, with "SMY MARINES" taking charge. Users can change this to any of there liking using PedHash entry values.
Up to 8 Peds will be supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & directed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless while flying high.
The Coast Guard Has Now Joined With The AirForce Division, dealing with all matters related to the coast, ocean & Submarine warfare! DLC add-ons is also supported & up to 8 Peds can be mounted, if Heli supports it.
A New General Plane Traffic Section Added: This is just for general Air Traffic scenario, where planes of your choice can spawn by arriving & taking off randomly to any of the 2 airports of Los Santos.
Requirements:
ScriptHookVDotNet 3.5 & Above
.NET Runtime 4.8
Recommended Complimentary Mod:
Army At SixStars Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Recommended Enhancements:
Air condensation on wings
https://www.gta5-mods.com/scripts/air-condensation-on-wings
Aircraft Flares and Chaff Countermeasures
https://www.gta5-mods.com/scripts/aircraft-flares-countermeasures
Installation:
Drop all files into your GTA5 scripts folder.
Change log:
v1.0 -
Official Release!
v1.1 -
> Added Option for mounting a Co-pilot for Ai ped pilot as a second seater. Both Pilot & Co-pilot Ped models are now configurable via ini setting file.
> Introduced The "Coast Guard Heli" Unit into the AirForce Division. Will be responsible for all things maritime related throughout ocean of San Andreas. Furthermore can also support up to 8 mounted Peds for their Heli, DLC add-on or vanilla. Follows the same Wanted Scheme as the Heli Wanted.
> Lastly Some Minor Additional Improvements Made.
v1.2 -
> Added ability for pilot's to engage in vehicle Ejection, upon any serious damage to their jet planes, alongside their Co-pilot. Although Parachute prop has been supplied, it is still yet observed in action, so more future testing maybe needed.
> Added Max Count capacity support for up to 8 Jets or Heli's to be able to spawn without issue, though the maximum 5 model random selection entry still remains, otherwise it could cause your game to crash if you go over. As always make sure your PC can handle this extra computing demand.
> Defaulted Coast Guard Heli's to spawn with "inBoatOnly" option, though they will stay remain in pursuit even after player leaves their boat, for they have been given authority over Water/Maritime related matters for engagement, which includes being in a Sub, underwater, swimming & etc. & will not cross over to land, except for the beach coast.
> Located & corrected some left-over minor & persistent errors that occasionally came up after long period gameplay, as a result of additional coding added. Now the Mod is made more robust & future-proof than ever!
v1.3 -
> Corrected the unresponsive Coast Guard Section, for the inBoatOnly parameter.
> Added a few more property conditions for spawning Coast Guard in the water, which wasn't really responsive from the last update.
> Private planes from the 'General Plane Traffic' section, can now be seen in the private plane parking lots, when visiting LSIA. As well as playing out there scripted Ai pilot controlled Arrival & Take-off scenario's.
v1.4 -
> Corrected a mistake made with the "Coast Guard" division, causing it to respond to Wanted Players entering any vehicle, instead of specific water-based vehicles, which eventually caused it to appear inland.
> Now added support for configurable WeaponHashes, (using the weapon name model, not values) on Heli & Coast Guard Peds. Now users are able to customize their choice of weapons they want for each mounted Ped, this includes giving them an RPG:), all except for the driver pilot obviously.
> Added the ability for Heli Pilots to perform "Emergency Landings", if & when their Heli vehicle sustains considerable damage, forcing all mounted Peds to disembark & continue their mission in pursuit of wanted Player suspect, on foot.
> Provided Jet pilots with a better parachute deployment script, upon there Ejection from a damaged Jet, although this remains to be tested for thorough conclusive proof.
v1.5 -
> Added a "Ped Model Name" input into the settings config ini file, for conveniently choosing your Peds model by name. Pedhash value input is no longer to be used. Note, When selecting a custom dlc add-on Ped you've created, it is advised not to make them a Heli driver, if you ever run into issues where the Heli keeps turning away upon arriving, until you can properly configure there Relationship status from their Ped.meta file, which is to be under a "cop" group.
Moreover, when specifically adding custom dlc add-on Peds, please mark them inside a quotation ".......", like this, PedName="navyseals", for all other original game model Peds like the SMM or SMY you don't need to use that. Write them normally using lower-case letters & avoid Capital letters.
> Added the ability to Turn off UI notification, by setting it to either "true" or "false". It comes Pre-Defaulted to "true".
v1.6 -
> Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.
> Made slight Improvements to the Jet pilots "Ejection bail-out" function, whenever planes are deemed too damaged or undrivable.
> Added a new 'DogFighter' Enabler mode, for allowing Jet pilots to target at multiple target locations at once (air-to-ground & air-to-air) within a decent large radius from the user that are deemed allies of the Game player user!
> Added a 'MaxSpeed Boost' Regulator for allowing Jet planes to fly at an average speed rate whenever needed, thus enabling certain fast jets to use their maximum potential & not be bottlenecked by random slower speed rates.
> Minor Improvements made to overall mod stability & allowing for more plane models to be entered to the list without causing game crashes.
> Added Weapon Component attachments (Flash-lights on weapons) for all Heli & Paratrooper unit divisions, only visible during night-time hours!
> Few Minor Improvements made to the Spawning conditions for the, San Andreas/US Coast Guard Heli Unit Division!
> Introduced A Brand New Division, SA 'Army Airborne ParaTroopers' Unit, support for many dlc seated Cargo planes (i.e. Kawasaki C-2), many avaivable config. customizations, up to 7-ped mounts & plane piloting settings!
-Comes with Read-me instruction.
Please No re-uploading, modification or selling of this mod is permitted without full informed consent & permission by me.
Enjoy!
First Uploaded: June 09, 2023
Last Updated: 4 days ago
Last Downloaded: 1 minute ago
For those users who are playing with the 'Army At Sixstars' mod, please be aware to not use both paratrooper functions, that are found within this mod ( Airforce Intercept when wanted) & its complement mod (Army At Sixstars).
It is advised to either disable the paratrooper option on the 'Army Sixstars' or the Airforce intercept mod, as using both mods with the Paratroops function active could cause too many airtraffic collisions & possible conflict with each others unit functions, which share much similarities in their coding.
I have this placed in my scripts folder, as well as both scripthook v and scripthookvdotnet being downloaded into my main directory. However, the jets never spawn, no matter if i’m in the air or on the ground. Why is this?
@CDubDelta SHVDN v3.5 & above will be compatible.
Although I'm not sure about the latest nightly version, however I haven't heard anyone complain of it not working with it thus far.
@nj5050 I have it working now, removed a few scripts and now have jets taking off from the military base. Thanks for the reply.
@CDubDelta Great to hear!
Look out for another update coming soon, which will have some general minor improvements & a new Plane aerial unit "Paratrooper" dispatch option!
Can you just upload a video of installation
@Ad1xmohd Installation is extremely simple.
1) Download mod file 2) place both Airforce intercept.dll & Airforce Intercept.ini files directly into your GTA5 "Scripts" folder & thats it.
2) Just add your jet plane models you'd like to see spawn in Airforce Intercept.ini settings file, under "Model=". There's already two jet models entered there already, you can replace them with your own dlc models or add more jet models (up to 5) & the "numJet3", "numJet4", & "numJet5", below this, is were you would put the number of those jets you'd like to see spawned when player is at those "Wanted Levels" like 3-stars or 4-stars etc... (upto 8 max recommended, but 2-3 is the avg).
Example:
model=Titan,hydra,lazer <----make sure you separate the models with a comma & keep them close without no spaces.
num3JetWanted= 1
num4JetWanted= 2
num5JetWanted= 5
Hi yall gals & guys,
A possible major update may soon come down the pipleline for this 'Airforce Intercept When Wanted Mod'.
Working out some general improvement areas & new functions, also testing out adding a "Paratrooper division" option, to deploy using any large cargo seated planes (native & dlc supported), with up to 7 custom peds. I'll list some of the possible things that I may add down below.
Any contribution support from you guys would greately speed up my work towards final release, as I'm not even sure I'll release the next update this year.
Lastly, I'm also debating on creating another Compliment Mod to this one, called "Navy Intercept When Wanted Mod", which would allow users to call-in any boat-size patrols, Battleships, Submarines & even an Aircraft Carrier during wanted Scenarios.
'Airforce When Wanted Mod' Future Update Checklist:
* Introducing New Feature Allowing Users To Add/Choose What Aircrafts To Spawn At Different Wanted Levels!
* Creating New Feature To Allow Better Speed Management Of Jets - allowing Ai pilots fly at greater/lesser speed rates.
* Creating A New 'Army Airborne Paratrooper' deployment With Up to 7 custom Ped option.
* Adding Weapon Component Flashlights for all Helicopter & Paratrooper Peds.
* Better Pilot Ejection Function!
Peace!
when im on six stars only soldiers in jetpack come. theres no fighters
@dwight6814 Did you enter your plane model or dlc name model & the amount of planes you want to see spawned under this section of the 'Airforce Intercept' mod?
model= .....
num5JetWanted=....
broke recently.
@ex4mple694201337 Could you explain?
@nj5050 yea so i have it running with other mods so it might be a collision, but it was working perfectly fine with the cop mod I had before I updated to newer dotnet nightly and newer scripthookv. error says Unhandled exception in script "AirTrafficMain"! NullReferenceException at AirTraffic.HeliWantedController.spawnPilotsIntoVehicle(Vehicle veh)
@ex4mple694201337 So the issue then relates to a possible dlc vehicle or Ped you're using that may not be available during spawning attempts, can't be found or is throwing errors in it of itself. The issue is found in either how your entering your peds/vehicle Heli's within the 'Airforce Helicopter Unit'.
So make sure the dlc peds or vehicles you're adding, are stable (do a solo test to see how they spawn) & don't have errors from within their own files.
This mod looks so nice but i couldnt get it to work. The game works fine but the jets wont appears at all, same as before installation. I put them in the script folder and nth happens, any potential solution?
@Mynamej what jets you using & did you install all the basic needed requirements?
@nj5050 just the default ones, and i downloaded both the scirpthook thingy
@Mynamej Send me the setting config details of what you're using/putting in from the ini file.
Could you provide to simulate a dogfight mod like rechkunov's warfare one for the future updates? Meanwhile, your mods are becoming more and more wonderful🔝
@dareios87 I had earlier plans too, but due to lack of contribution over the years & the time needed to perform some research for bettering my coding skills (I'm not a coder by trade btw).
I simply gave up on these ambitions in making an all out dogfight stimulator for this mod, which I had plans on incorporating the chaffs & flares defensive tactics for the Ai planes to use.