HolywoodJack

STAR8 settings

Oct 8th, 2017
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  1. #STAR_8_ALL_AREAS
  2. S8___ENABLE_SLOT = 1 ; boolean 0 or 1 if 0 there won't be constant random ModelID replacing, just a single modelID per star as in the actuall game settings
  3. S8___ENABLE_JURI = 0 ; enablesJurisdiction ; 1 will properly replace foot cops with the skin and weapon model ids from the appropriate star as featured in the gta3 WLE
  4. STAR8___COPBIKE1 = 523 ; MODEL_COPBIKE motorbike1 All Areas
  5. STAR8___COPBIKE2 = 523 ; MODEL_COPBIKE motorbike2 All Areas
  6. STAR8___COPBIKE3 = 523 ; MODEL_COPBIKE motorbike3 All Areas
  7. STAR8___COPBIKE4 = 523 ; MODEL_COPBIKE motorbike4 All Areas
  8. STAR8___COPBIKE5 = 523 ; MODEL_COPBIKE motorbike5 All Areas
  9. STAR8___COPBIKE6 = 523 ; MODEL_COPBIKE motorbike6 All Areas
  10. STAR8___COPBIKE7 = 523 ; MODEL_COPBIKE motorbike7 All Areas
  11. STAR8___BIKEPED1 = 284 ; MODEL_LAPDM1 motorbike cop1 All Areas
  12. STAR8___BIKEPED2 = 284 ; MODEL_LAPDM1 motorbike cop2 All Areas
  13. STAR8___BIKEPED3 = 284 ; MODEL_LAPDM1 motorbike cop3 All Areas
  14. STAR8___BIKEPED4 = 284 ; MODEL_LAPDM1 motorbike cop4 All Areas
  15. STAR8___BIKEPED5 = 284 ; MODEL_LAPDM1 motorbike cop5 All Areas
  16. STAR8___BIKEPED6 = 284 ; MODEL_LAPDM1 motorbike cop6 All Areas
  17. STAR8___BIKEPED7 = 284 ; MODEL_LAPDM1 motorbike cop6 All Areas
  18. STAR8___OCCUPAB1 = 1 ; number of occupants for motorbike1 All Areas
  19. STAR8___OCCUPAB2 = 1 ; number of occupants for motorbike2 All Areas
  20. STAR8___OCCUPAB3 = 1 ; number of occupants for motorbike3 All Areas
  21. STAR8___OCCUPAB4 = 1 ; number of occupants for motorbike4 All Areas
  22. STAR8___OCCUPAB5 = 1 ; number of occupants for motorbike5 All Areas
  23. STAR8___OCCUPAB6 = 1 ; number of occupants for motorbike6 All Areas
  24. STAR8___OCCUPAB7 = 1 ; number of occupants for motorbike7 All Areas
  25. STAR8___VEHICLE1 = 421 ; MODEL_WASHING
  26. STAR8___VEHICLE2 = 424 ; MODEL_BFINJECT
  27. STAR8___VEHICLE3 = 470 ; MODEL_PATRIOT
  28. STAR8___VEHICLE4 = 528 ; MODEL_FBITRUCK
  29. STAR8___VEHICLE5 = 556 ; MODEL_MONSTERA
  30. STAR8___VEHICLE6 = 573 ; MODEL_DUNERIDE
  31. STAR8___VEHICLE7 = 579 ; MODEL_HUNTLEY
  32. S8___RBLCKCHANCE = 24 ; byte 0 to 255 chance of Army roadblock to appear
  33. STAR8___VEH_TIME = 8000 ; Army Vehicle Respawn Time timeInMiliSeconds 8000 is 8 seconds
  34. S8___ENABLE_COLS = 1 ; boolean 0 or 1 number 1 will enable changing the colour of every Army vehicle
  35. S8___PICK_COLOR1 = 0 ; byte 0 to 255 colour value
  36. STAR8___MAX_CARS = 15 ; Max Army Vehicles in pursuit
  37. STAR8____PEDMOD1 = 286 ; MODEL_FBI
  38. STAR8____PEDMOD2 = 165 ; MODEL_WMOMIB
  39. STAR8____PEDMOD3 = 287 ; MODEL_ARMY
  40. STAR8____PEDMOD4 = 286 ; MODEL_FBI
  41. STAR8____PEDMOD5 = 165 ; MODEL_WMOMIB
  42. STAR8____PEDMOD6 = 287 ; MODEL_ARMY
  43. STAR8____PEDMOD7 = 165 ; MODEL_WMOMIB
  44. S8___GUNACCURACY = 84 ; byte 0 to 255 soldiers weapon accuracy
  45. S8___SHOOT__RATE = 80 ; byte 0 to 255 soldiers weapon Shooting Rate
  46. STAR8___MAX_PEDS = 10 ; total number of soldiers All Areas
  47. STAR8___OCCUPAN1 = 4 ; number of soldiers inside Army vehicle1 All Areas
  48. STAR8___OCCUPAN2 = 1 ; number of soldiers inside Army vehicle2 All Areas
  49. STAR8___OCCUPAN3 = 4 ; number of soldiers inside Army vehicle3 All Areas
  50. STAR8___OCCUPAN4 = 1 ; number of soldiers inside Army vehicle4 All Areas
  51. STAR8___OCCUPAN5 = 1 ; number of soldiers inside Army vehicle5 All Areas
  52. STAR8___OCCUPAN6 = 2 ; number of soldiers inside Army vehicle6 All Areas
  53. STAR8___OCCUPAN7 = 4 ; number of soldiers inside Army vehicle7 All Areas
  54. S8___W_NITESTICK = 3 ; WEAPON_NITESTICK weapon for all policemen
  55. S8___COP_SHOTGUN = 25 ; WEAPON_SHOTGUN delayed random weapon for all police passengers
  56. STAR8___PED_GUN1 = 30 ; WEAPON_AK47
  57. STAR8___PED_GUN2 = 30 ; WEAPON_AK47
  58. STAR8___PED_GUN3 = 31 ; WEAPON_M4
  59. STAR8___PED_GUN4 = 30 ; WEAPON_AK47
  60. STAR8___PED_GUN5 = 30 ; WEAPON_AK47
  61. STAR8___PED_GUN6 = 31 ; WEAPON_M4
  62. STAR8___PED_GUN7 = 30 ; WEAPON_AK47
  63. STAR8___CHOPPER1 = 425 ; MODEL_HUNTER
  64. STAR8___CHOPPER2 = 487 ; MODEL_MAVERICK
  65. STAR8___CHOPPER3 = 425 ; MODEL_HUNTER
  66. STAR8___CHOPPER4 = 487 ; MODEL_MAVERICK
  67. STAR8___CHOPPER5 = 425 ; MODEL_HUNTER
  68. STAR8___CHOPPER6 = 487 ; MODEL_MAVERICK
  69. STAR8___CHOPPER7 = 425 ; MODEL_HUNTER
  70. STAR8___OCUPANH1 = 1 ; number of soldiers inside Army Helicopter1 All Areas
  71. STAR8___HELITIME = 2000 ; Army Helicopter Arrival Time timeInMiliSeconds 1000 is 1 second
  72. S8___HELIRSPTIME = 1000 ; Army Helicopter Respawn Time timeInMiliSeconds 15000 is 15 second
  73. STAR8___MAXHELIS = 2 ; Number of Army Helicopters following the player
  74. STAR8___BOAT_ID1 = 430 ; MODEL_PREDATOR model of Army boat1 All Areas
  75. STAR8___OCCUPANB = 3 ; number of soldiers occupying the boats number three means driver and one gunman
  76. STAR8___BOATTIME = 8000 ; Army Boat Arrival Time timeInMiliSeconds 1000 is 1 second
  77. STAR8___MAXBOATS = 3 ; number of Army boats
  78. STAR8___HYDRA_01 = 520 ; MODEL_HYDRA model of military plane1
  79. STAR8___HYDRA_02 = 520 ; MODEL_HYDRA model of military plane2
  80. STAR8___HYDRA_03 = 520 ; MODEL_HYDRA model of military plane3
  81. STAR8___HYDRA_04 = 520 ; MODEL_HYDRA model of military plane4
  82. STAR8___HYDRA_05 = 520 ; MODEL_HYDRA model of military plane5
  83. STAR8___HYDRA_06 = 520 ; MODEL_HYDRA model of military plane6
  84. STAR8___HYDRA_07 = 520 ; MODEL_HYDRA model of military plane7
  85. STAR8___OCCUPANP = 1 ; number of pilots for military plane
  86. S8___HYDRA_TIMER = 500 ; Plane Respawn Time timeInMiliSeconds 60000 is 1 minute
  87. S8___JETATACKTYP = 1 ; boolean MilitaryPlaneAttackType 0 airborne attack 1 ground or airborne attack
  88. STAR8___MAXPLANE = 15 ; number of military planes in air
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