It’s got an attempt to fix that inside of it, yes.
The remove cars from spawn radius around the client. This may or may not have issues when overlapping clients are calling it.
But from my tests so far it seems to have at least lowered the risk or chances of it happening.
Directly from R*:
enum eDispatchType : UINT16
{
DT_PoliceAutomobile = 1,
DT_PoliceHelicopter = 2,
DT_FireDepartment = 3,
DT_SwatAutomobile = 4,
DT_AmbulanceDepartment = 5,
DT_PoliceRiders = 6,
DT_PoliceVehicleRequest = 7,
DT_PoliceRoadBlock = 8,
DT_PoliceAutomobileWaitPulledOver = 9,
DT_PoliceAutomobileWaitCruising = 10,
DT_Gangs = 11,
DT_SwatHelicopter = 12,
DT_PoliceBoat = 13,
DT_ArmyVehicle = 14,
DT_BikerBackup = 15
};
By making toggle false it disables the dispatch.
curious if this is what they used when you toggled on and off cops in a GTA IV freemode you hosted. Sad they got rid of the option to make a private session without cops.
Also on x360 seems with or without neverWanted on, setting these to all false in SP of course doesn't seem to work. I would understand getting stars, but cops are still dispatched and combat you.
Everything works great! But for example if I pull over a car, kill the local, and then turn my back for a second, the car dissapears really fast. And, is there a way to disable the AI police radio?
Latest update uses SetAudioFlag() to disable the police chatter in the background, it was annoying me too.
Can’t say I have ever experienced a car disappearing on me like that. come back with a video if it happens again. Need to see what you’re talking about.
Looks like the car dissapearing super fast was a 1 time thing. But local cars still dissapearing after a player used it and left the area. Is there a way to save those vehicles location?