AirForce Intercept When Wanted w/ SixStar Support! 2.2
13.850
132
13.850
132
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 Complementary Mod:
"Army At SixStars" Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Other Recommendations:
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!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
v1.7.4 -
> Removed an experimental Rappeling feature.
v1.8 -
> Major refractoring Overhaul on codebase, allowing for greater efficiency & performance, thus reducing potential for crashes! (Big shout out to JulioNibs for help make this happen!)
> General fix for all vehicle planes/heli, not being properly removed during & after wanted level action.
> General fix for all soldier peds, not being properly removed during & after wanted level action.
> Fixed missing "belowradar" feature on 'Jets division' section.
> Fixed missing blip rotation feature for all aircrafts.
> Fixed missing ParaSoldiers Landing Radius setting feature, for the "Airforce Paratroop Division".
> Added new conditional dispatch, "In The Air Only", for the "Airforce Heli Division", Allowing heli spawns only while in the sky.
> Added group combat coordination & gesturing between Heli marine soldiers, for the "Airforce Heli Division".
> Improved paratrooper soldier landing & target action pursuit.
> Introduced a new airforce military division called, "SA Strategic Spy Reconnsaissance" division. Allowing users to deploy stealth radar planes & intelligence gathering surveillance spy (non-combat) planes (i.e.,E2d, E3sentry, Mq4c drones, b52, etc...) in action around wanted targets.
> Improved overall performance & stability, thus allowing for even higher rate of spawned planes in action (just make sure your rig can handle it in the first place)
> Other small & minor bug fixes.
v1.8.1 -
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
v1.9 -
> Introduced New "SA Airforce SpaceForce" unit division, allowing soldiers to utilize mobile thrusters for air-air combat with thruster mounted machine-gun & for out of space chase pursuit.
> Introduced New "SA Airforce UAV Drone" unit division, allowing for unique UAV drone based variety aircraft spawnings, which are not tailored to fighter-jet styles. This enables more user flexibility, management & focus on specific aircraft types to spawn for different wanted levels.
> Added user option to edit name blips on all military aircrafts.
> Added user option to edit some color blips on some of the military aircrafts, like the Recon spy plane, UAV & Paratrooper planes.
> Added user ability & feature option to utilize the "Wanted Level 2, & above", on specific dispatch for the "Recon Spy Plane" division.
> Improved Jet pilot & copilot ejection procedure with parachute, making for a more dramatic escape performance when in plain view of player.
> Improved paratroopers skydives for better timing & landing when parachuting to the ground, even in the most dense areas.
> Fixed missing mini-map blip for 'Recon Spy Plane' dispatches.
> Fixed missing mini-map blip for 'Paratroops Plane' dispatches.
> Minor improvement enhancements on the Airforce Heli & Coast Guard divisions.
> Improved flying variables & tasking, for the 'Recon Spy Plane' division, thus minimizing frequent or sudden crashes to the ground.
> Added Supportive flying variables & tasking, for the 'UAV Drone' division, specifically alongside Jet-fighters.
> Added additional buffer coding & script wait times to most units, thereby lessening script crashes & sudden errors (Shoutout to JulioNibs for this great wisdom)
> Added additional improvemnt to all vehicle & ped removal process during gameplay & post gameplay, thereby allowing more game memory to be freed quickly & improving overall performance.
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
> Support for GTA5 non-nightly SHVDN (3.5 & above).
> Dozens of other bug fixes & stuff, you probably don't got time hear about:)
v1.9.1 -
> Revamped the mods ini settings file, on all divisional group settings with a much more easier to understand & intuitive user-friendly management control & directive.
> Removed option for "Rotate Blips", due to discovery of underlying issues. Will now be auto-managed by the mod.
> Fix issue with Para plane spawning during air to air combat.
> Fix issue with Para plane spawning during swims.
> Added new "BelowRadar" & "RadarHeight" feature to Paratroop Plane division, in order to prevent spawning at high altitude.
> Optimized Paraplane spawning conditions & removed those that were conflicting (i.e. during swimming or flying in the air)
> Fixed issues with persistent & static vehicle mod blips that typically don't clear on abort.
> Optimized better flying variables for Spy Plane dispatches.
> Added option for editing "Blip Color" on the 'Coast Guard Heli' division.
> Optimized faster aircraft speeds for all UAVs, jets & Spy planes. So that they can catch up much easier to player when in the air.
> Optimized mod for greater stored model entry capacity, on all divisional unit aircrafts, by more then 50-60 percent increase.
> Few other minor bug fixes!
v2.0 -
> Introducing new commercial "Airtraffic control" section, allowing users to showcase their private/commercial planes of choice, for general air-trafficking & landings, at any of the two major Los Santos Airports.
> Introducing new Military "Airtraffic control" section, allowing users to showcase their military planes of choice for general air-trafficking & landings, at Fort Zancudo military base. This includes 'Airforce One' Presidential Planes!
> Added a first ever new "Emergency Landing At Fort Zancudo base" feature, for the Jets & UAV Drone division. Thereby allowing Jets & UAV Drone aircrafts, to access & land at Fort Zancudo military base, after sustaining any major significant damages during air combat.
> Major improvements made for further enhancing vehicle & Ped removals during gameplay, allowing more streamlined performance & efficient use of resources.
> Added Secondary & Third weapons equip option, for all soldier peds in the Heli, Paratroops & Coast Guard divisions. Thereby enabling soldier peds freedom to switch between weapon choices during combat.
> Added additional weapon inventory management options.
> Fixed an issue on missing weaponhash coding for the Paratroop division group.
> Removed some redundant conditional spawn triggers on the 'Spy Recon' division, & increased efficiency.
> Minor enhancements made to the overall settings file management.
> Overall minor improvements made on all flight handling variables.
> Added many options for vehicle aircraft customizations & aerial tracking, such as employing 'Flashing Blip' feature, on the "Paratroopers plane, Spy Plane Recon, & Spaceforce" division & Military Airtraffic control. Providing a helpful visual cue on the mini-map, for knowing which planes/aircraft belong to which military sector.
> Overall script performance improvements & dozens of bug fixes.
v2.1 -
> Minor bug fix from a typo found in the ini file leading to possible instant game crash.
v2.2 -
> Made some changes to the code structure for improving overall ped spawns & removing redunancies. This should finally remedy those who had been getting persistent errors on the Heli & Spaceforce pilot peds.
> Added missing weapon ammo management for the Coast Guard Unit division.
> Minor improvement tweaks.
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
Also please be advised, to disable some of the other "Army at sixstars" airforce units like the "Coast Guard", just use this mods (Airforce intercept) airforce divisions instead & let the army sixstars mod focus on the ground unit stuff, this allows for better performance overall.
-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 Complementary Mod:
"Army At SixStars" Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Other Recommendations:
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!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
v1.7.4 -
> Removed an experimental Rappeling feature.
v1.8 -
> Major refractoring Overhaul on codebase, allowing for greater efficiency & performance, thus reducing potential for crashes! (Big shout out to JulioNibs for help make this happen!)
> General fix for all vehicle planes/heli, not being properly removed during & after wanted level action.
> General fix for all soldier peds, not being properly removed during & after wanted level action.
> Fixed missing "belowradar" feature on 'Jets division' section.
> Fixed missing blip rotation feature for all aircrafts.
> Fixed missing ParaSoldiers Landing Radius setting feature, for the "Airforce Paratroop Division".
> Added new conditional dispatch, "In The Air Only", for the "Airforce Heli Division", Allowing heli spawns only while in the sky.
> Added group combat coordination & gesturing between Heli marine soldiers, for the "Airforce Heli Division".
> Improved paratrooper soldier landing & target action pursuit.
> Introduced a new airforce military division called, "SA Strategic Spy Reconnsaissance" division. Allowing users to deploy stealth radar planes & intelligence gathering surveillance spy (non-combat) planes (i.e.,E2d, E3sentry, Mq4c drones, b52, etc...) in action around wanted targets.
> Improved overall performance & stability, thus allowing for even higher rate of spawned planes in action (just make sure your rig can handle it in the first place)
> Other small & minor bug fixes.
v1.8.1 -
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
v1.9 -
> Introduced New "SA Airforce SpaceForce" unit division, allowing soldiers to utilize mobile thrusters for air-air combat with thruster mounted machine-gun & for out of space chase pursuit.
> Introduced New "SA Airforce UAV Drone" unit division, allowing for unique UAV drone based variety aircraft spawnings, which are not tailored to fighter-jet styles. This enables more user flexibility, management & focus on specific aircraft types to spawn for different wanted levels.
> Added user option to edit name blips on all military aircrafts.
> Added user option to edit some color blips on some of the military aircrafts, like the Recon spy plane, UAV & Paratrooper planes.
> Added user ability & feature option to utilize the "Wanted Level 2, & above", on specific dispatch for the "Recon Spy Plane" division.
> Improved Jet pilot & copilot ejection procedure with parachute, making for a more dramatic escape performance when in plain view of player.
> Improved paratroopers skydives for better timing & landing when parachuting to the ground, even in the most dense areas.
> Fixed missing mini-map blip for 'Recon Spy Plane' dispatches.
> Fixed missing mini-map blip for 'Paratroops Plane' dispatches.
> Minor improvement enhancements on the Airforce Heli & Coast Guard divisions.
> Improved flying variables & tasking, for the 'Recon Spy Plane' division, thus minimizing frequent or sudden crashes to the ground.
> Added Supportive flying variables & tasking, for the 'UAV Drone' division, specifically alongside Jet-fighters.
> Added additional buffer coding & script wait times to most units, thereby lessening script crashes & sudden errors (Shoutout to JulioNibs for this great wisdom)
> Added additional improvemnt to all vehicle & ped removal process during gameplay & post gameplay, thereby allowing more game memory to be freed quickly & improving overall performance.
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
> Support for GTA5 non-nightly SHVDN (3.5 & above).
> Dozens of other bug fixes & stuff, you probably don't got time hear about:)
v1.9.1 -
> Revamped the mods ini settings file, on all divisional group settings with a much more easier to understand & intuitive user-friendly management control & directive.
> Removed option for "Rotate Blips", due to discovery of underlying issues. Will now be auto-managed by the mod.
> Fix issue with Para plane spawning during air to air combat.
> Fix issue with Para plane spawning during swims.
> Added new "BelowRadar" & "RadarHeight" feature to Paratroop Plane division, in order to prevent spawning at high altitude.
> Optimized Paraplane spawning conditions & removed those that were conflicting (i.e. during swimming or flying in the air)
> Fixed issues with persistent & static vehicle mod blips that typically don't clear on abort.
> Optimized better flying variables for Spy Plane dispatches.
> Added option for editing "Blip Color" on the 'Coast Guard Heli' division.
> Optimized faster aircraft speeds for all UAVs, jets & Spy planes. So that they can catch up much easier to player when in the air.
> Optimized mod for greater stored model entry capacity, on all divisional unit aircrafts, by more then 50-60 percent increase.
> Few other minor bug fixes!
v2.0 -
> Introducing new commercial "Airtraffic control" section, allowing users to showcase their private/commercial planes of choice, for general air-trafficking & landings, at any of the two major Los Santos Airports.
> Introducing new Military "Airtraffic control" section, allowing users to showcase their military planes of choice for general air-trafficking & landings, at Fort Zancudo military base. This includes 'Airforce One' Presidential Planes!
> Added a first ever new "Emergency Landing At Fort Zancudo base" feature, for the Jets & UAV Drone division. Thereby allowing Jets & UAV Drone aircrafts, to access & land at Fort Zancudo military base, after sustaining any major significant damages during air combat.
> Major improvements made for further enhancing vehicle & Ped removals during gameplay, allowing more streamlined performance & efficient use of resources.
> Added Secondary & Third weapons equip option, for all soldier peds in the Heli, Paratroops & Coast Guard divisions. Thereby enabling soldier peds freedom to switch between weapon choices during combat.
> Added additional weapon inventory management options.
> Fixed an issue on missing weaponhash coding for the Paratroop division group.
> Removed some redundant conditional spawn triggers on the 'Spy Recon' division, & increased efficiency.
> Minor enhancements made to the overall settings file management.
> Overall minor improvements made on all flight handling variables.
> Added many options for vehicle aircraft customizations & aerial tracking, such as employing 'Flashing Blip' feature, on the "Paratroopers plane, Spy Plane Recon, & Spaceforce" division & Military Airtraffic control. Providing a helpful visual cue on the mini-map, for knowing which planes/aircraft belong to which military sector.
> Overall script performance improvements & dozens of bug fixes.
v2.1 -
> Minor bug fix from a typo found in the ini file leading to possible instant game crash.
v2.2 -
> Made some changes to the code structure for improving overall ped spawns & removing redunancies. This should finally remedy those who had been getting persistent errors on the Heli & Spaceforce pilot peds.
> Added missing weapon ammo management for the Coast Guard Unit division.
> Minor improvement tweaks.
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
Also please be advised, to disable some of the other "Army at sixstars" airforce units like the "Coast Guard", just use this mods (Airforce intercept) airforce divisions instead & let the army sixstars mod focus on the ground unit stuff, this allows for better performance overall.
-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!
Først uploadet: 9. juni 2023
Sidst opdateret: 2 hours ago
Last Downloaded: 26 minutter siden
All Versions
351 Kommentarer
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 Complementary Mod:
"Army At SixStars" Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Other Recommendations:
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!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
v1.7.4 -
> Removed an experimental Rappeling feature.
v1.8 -
> Major refractoring Overhaul on codebase, allowing for greater efficiency & performance, thus reducing potential for crashes! (Big shout out to JulioNibs for help make this happen!)
> General fix for all vehicle planes/heli, not being properly removed during & after wanted level action.
> General fix for all soldier peds, not being properly removed during & after wanted level action.
> Fixed missing "belowradar" feature on 'Jets division' section.
> Fixed missing blip rotation feature for all aircrafts.
> Fixed missing ParaSoldiers Landing Radius setting feature, for the "Airforce Paratroop Division".
> Added new conditional dispatch, "In The Air Only", for the "Airforce Heli Division", Allowing heli spawns only while in the sky.
> Added group combat coordination & gesturing between Heli marine soldiers, for the "Airforce Heli Division".
> Improved paratrooper soldier landing & target action pursuit.
> Introduced a new airforce military division called, "SA Strategic Spy Reconnsaissance" division. Allowing users to deploy stealth radar planes & intelligence gathering surveillance spy (non-combat) planes (i.e.,E2d, E3sentry, Mq4c drones, b52, etc...) in action around wanted targets.
> Improved overall performance & stability, thus allowing for even higher rate of spawned planes in action (just make sure your rig can handle it in the first place)
> Other small & minor bug fixes.
v1.8.1 -
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
v1.9 -
> Introduced New "SA Airforce SpaceForce" unit division, allowing soldiers to utilize mobile thrusters for air-air combat with thruster mounted machine-gun & for out of space chase pursuit.
> Introduced New "SA Airforce UAV Drone" unit division, allowing for unique UAV drone based variety aircraft spawnings, which are not tailored to fighter-jet styles. This enables more user flexibility, management & focus on specific aircraft types to spawn for different wanted levels.
> Added user option to edit name blips on all military aircrafts.
> Added user option to edit some color blips on some of the military aircrafts, like the Recon spy plane, UAV & Paratrooper planes.
> Added user ability & feature option to utilize the "Wanted Level 2, & above", on specific dispatch for the "Recon Spy Plane" division.
> Improved Jet pilot & copilot ejection procedure with parachute, making for a more dramatic escape performance when in plain view of player.
> Improved paratroopers skydives for better timing & landing when parachuting to the ground, even in the most dense areas.
> Fixed missing mini-map blip for 'Recon Spy Plane' dispatches.
> Fixed missing mini-map blip for 'Paratroops Plane' dispatches.
> Minor improvement enhancements on the Airforce Heli & Coast Guard divisions.
> Improved flying variables & tasking, for the 'Recon Spy Plane' division, thus minimizing frequent or sudden crashes to the ground.
> Added Supportive flying variables & tasking, for the 'UAV Drone' division, specifically alongside Jet-fighters.
> Added additional buffer coding & script wait times to most units, thereby lessening script crashes & sudden errors (Shoutout to JulioNibs for this great wisdom)
> Added additional improvemnt to all vehicle & ped removal process during gameplay & post gameplay, thereby allowing more game memory to be freed quickly & improving overall performance.
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
> Support for GTA5 non-nightly SHVDN (3.5 & above).
> Dozens of other bug fixes & stuff, you probably don't got time hear about:)
v1.9.1 -
> Revamped the mods ini settings file, on all divisional group settings with a much more easier to understand & intuitive user-friendly management control & directive.
> Removed option for "Rotate Blips", due to discovery of underlying issues. Will now be auto-managed by the mod.
> Fix issue with Para plane spawning during air to air combat.
> Fix issue with Para plane spawning during swims.
> Added new "BelowRadar" & "RadarHeight" feature to Paratroop Plane division, in order to prevent spawning at high altitude.
> Optimized Paraplane spawning conditions & removed those that were conflicting (i.e. during swimming or flying in the air)
> Fixed issues with persistent & static vehicle mod blips that typically don't clear on abort.
> Optimized better flying variables for Spy Plane dispatches.
> Added option for editing "Blip Color" on the 'Coast Guard Heli' division.
> Optimized faster aircraft speeds for all UAVs, jets & Spy planes. So that they can catch up much easier to player when in the air.
> Optimized mod for greater stored model entry capacity, on all divisional unit aircrafts, by more then 50-60 percent increase.
> Few other minor bug fixes!
v2.0 -
> Introducing new commercial "Airtraffic control" section, allowing users to showcase their private/commercial planes of choice, for general air-trafficking & landings, at any of the two major Los Santos Airports.
> Introducing new Military "Airtraffic control" section, allowing users to showcase their military planes of choice for general air-trafficking & landings, at Fort Zancudo military base. This includes 'Airforce One' Presidential Planes!
> Added a first ever new "Emergency Landing At Fort Zancudo base" feature, for the Jets & UAV Drone division. Thereby allowing Jets & UAV Drone aircrafts, to access & land at Fort Zancudo military base, after sustaining any major significant damages during air combat.
> Major improvements made for further enhancing vehicle & Ped removals during gameplay, allowing more streamlined performance & efficient use of resources.
> Added Secondary & Third weapons equip option, for all soldier peds in the Heli, Paratroops & Coast Guard divisions. Thereby enabling soldier peds freedom to switch between weapon choices during combat.
> Added additional weapon inventory management options.
> Fixed an issue on missing weaponhash coding for the Paratroop division group.
> Removed some redundant conditional spawn triggers on the 'Spy Recon' division, & increased efficiency.
> Minor enhancements made to the overall settings file management.
> Overall minor improvements made on all flight handling variables.
> Added many options for vehicle aircraft customizations & aerial tracking, such as employing 'Flashing Blip' feature, on the "Paratroopers plane, Spy Plane Recon, & Spaceforce" division & Military Airtraffic control. Providing a helpful visual cue on the mini-map, for knowing which planes/aircraft belong to which military sector.
> Overall script performance improvements & dozens of bug fixes.
v2.1 -
> Minor bug fix from a typo found in the ini file leading to possible instant game crash.
v2.2 -
> Made some changes to the code structure for improving overall ped spawns & removing redunancies. This should finally remedy those who had been getting persistent errors on the Heli & Spaceforce pilot peds.
> Added missing weapon ammo management for the Coast Guard Unit division.
> Minor improvement tweaks.
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
Also please be advised, to disable some of the other "Army at sixstars" airforce units like the "Coast Guard", just use this mods (Airforce intercept) airforce divisions instead & let the army sixstars mod focus on the ground unit stuff, this allows for better performance overall.
-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 Complementary Mod:
"Army At SixStars" Mod
https://www.gta5-mods.com/scripts/army-at-sixstars-dispatch
Other Recommendations:
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!
v1.7 -
> Fixed problems with Paratroopers not being recognized as cops relationship group, thus being shot at by law enforcement after landfall.
> Fixed a problem with Heli dismounted soldiers not being recognized as cops relationship group, thus leading to stand-offs with nearby cops.
> Made slight improvements to Paratrooper Plane round-about aerial path trajectory during dispatch.
> Improvements made to overall Paratrooper air gliding to landing process.
> Added "Search Light" toggle feature for Airforce Helicopters & Coast Guard Heli, best seen when its dark.
> Added ability for users to edit/customize "Dispatch Notification Message".
> Improved better spawning distance perception, for both Airforce Heli & Coast Guard Heli.
> Added ability for users to set there own ParaTrooper "Parachute Landing Type" animation, after soliders make landfall.
v1.7.1 -
> Fixed a problem where some Heli seats could somtimes not be found available for ped spawning.
v1.7.2 -
> Fixed an additional problem where some Heli seats could at times not be found available before spawning Ped soldiers.
> Improved & Tested overall mod performance for allowing up to 8 (& possibly more) vehicle models to be held in memory for random spawning without causing script to crash during gameplay, an increase up from the prior 5 limit.
> Some minor bug fixes
v1.7.3 -
> Minor bug fix
v1.7.4 -
> Removed an experimental Rappeling feature.
v1.8 -
> Major refractoring Overhaul on codebase, allowing for greater efficiency & performance, thus reducing potential for crashes! (Big shout out to JulioNibs for help make this happen!)
> General fix for all vehicle planes/heli, not being properly removed during & after wanted level action.
> General fix for all soldier peds, not being properly removed during & after wanted level action.
> Fixed missing "belowradar" feature on 'Jets division' section.
> Fixed missing blip rotation feature for all aircrafts.
> Fixed missing ParaSoldiers Landing Radius setting feature, for the "Airforce Paratroop Division".
> Added new conditional dispatch, "In The Air Only", for the "Airforce Heli Division", Allowing heli spawns only while in the sky.
> Added group combat coordination & gesturing between Heli marine soldiers, for the "Airforce Heli Division".
> Improved paratrooper soldier landing & target action pursuit.
> Introduced a new airforce military division called, "SA Strategic Spy Reconnsaissance" division. Allowing users to deploy stealth radar planes & intelligence gathering surveillance spy (non-combat) planes (i.e.,E2d, E3sentry, Mq4c drones, b52, etc...) in action around wanted targets.
> Improved overall performance & stability, thus allowing for even higher rate of spawned planes in action (just make sure your rig can handle it in the first place)
> Other small & minor bug fixes.
v1.8.1 -
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
v1.9 -
> Introduced New "SA Airforce SpaceForce" unit division, allowing soldiers to utilize mobile thrusters for air-air combat with thruster mounted machine-gun & for out of space chase pursuit.
> Introduced New "SA Airforce UAV Drone" unit division, allowing for unique UAV drone based variety aircraft spawnings, which are not tailored to fighter-jet styles. This enables more user flexibility, management & focus on specific aircraft types to spawn for different wanted levels.
> Added user option to edit name blips on all military aircrafts.
> Added user option to edit some color blips on some of the military aircrafts, like the Recon spy plane, UAV & Paratrooper planes.
> Added user ability & feature option to utilize the "Wanted Level 2, & above", on specific dispatch for the "Recon Spy Plane" division.
> Improved Jet pilot & copilot ejection procedure with parachute, making for a more dramatic escape performance when in plain view of player.
> Improved paratroopers skydives for better timing & landing when parachuting to the ground, even in the most dense areas.
> Fixed missing mini-map blip for 'Recon Spy Plane' dispatches.
> Fixed missing mini-map blip for 'Paratroops Plane' dispatches.
> Minor improvement enhancements on the Airforce Heli & Coast Guard divisions.
> Improved flying variables & tasking, for the 'Recon Spy Plane' division, thus minimizing frequent or sudden crashes to the ground.
> Added Supportive flying variables & tasking, for the 'UAV Drone' division, specifically alongside Jet-fighters.
> Added additional buffer coding & script wait times to most units, thereby lessening script crashes & sudden errors (Shoutout to JulioNibs for this great wisdom)
> Added additional improvemnt to all vehicle & ped removal process during gameplay & post gameplay, thereby allowing more game memory to be freed quickly & improving overall performance.
> Support for GTA5 SHVDN Enhanced edtion.
> Support for GTA5 latest SHVDN Nightly Edition (3.7.14 & above).
> Support for GTA5 non-nightly SHVDN (3.5 & above).
> Dozens of other bug fixes & stuff, you probably don't got time hear about:)
v1.9.1 -
> Revamped the mods ini settings file, on all divisional group settings with a much more easier to understand & intuitive user-friendly management control & directive.
> Removed option for "Rotate Blips", due to discovery of underlying issues. Will now be auto-managed by the mod.
> Fix issue with Para plane spawning during air to air combat.
> Fix issue with Para plane spawning during swims.
> Added new "BelowRadar" & "RadarHeight" feature to Paratroop Plane division, in order to prevent spawning at high altitude.
> Optimized Paraplane spawning conditions & removed those that were conflicting (i.e. during swimming or flying in the air)
> Fixed issues with persistent & static vehicle mod blips that typically don't clear on abort.
> Optimized better flying variables for Spy Plane dispatches.
> Added option for editing "Blip Color" on the 'Coast Guard Heli' division.
> Optimized faster aircraft speeds for all UAVs, jets & Spy planes. So that they can catch up much easier to player when in the air.
> Optimized mod for greater stored model entry capacity, on all divisional unit aircrafts, by more then 50-60 percent increase.
> Few other minor bug fixes!
v2.0 -
> Introducing new commercial "Airtraffic control" section, allowing users to showcase their private/commercial planes of choice, for general air-trafficking & landings, at any of the two major Los Santos Airports.
> Introducing new Military "Airtraffic control" section, allowing users to showcase their military planes of choice for general air-trafficking & landings, at Fort Zancudo military base. This includes 'Airforce One' Presidential Planes!
> Added a first ever new "Emergency Landing At Fort Zancudo base" feature, for the Jets & UAV Drone division. Thereby allowing Jets & UAV Drone aircrafts, to access & land at Fort Zancudo military base, after sustaining any major significant damages during air combat.
> Major improvements made for further enhancing vehicle & Ped removals during gameplay, allowing more streamlined performance & efficient use of resources.
> Added Secondary & Third weapons equip option, for all soldier peds in the Heli, Paratroops & Coast Guard divisions. Thereby enabling soldier peds freedom to switch between weapon choices during combat.
> Added additional weapon inventory management options.
> Fixed an issue on missing weaponhash coding for the Paratroop division group.
> Removed some redundant conditional spawn triggers on the 'Spy Recon' division, & increased efficiency.
> Minor enhancements made to the overall settings file management.
> Overall minor improvements made on all flight handling variables.
> Added many options for vehicle aircraft customizations & aerial tracking, such as employing 'Flashing Blip' feature, on the "Paratroopers plane, Spy Plane Recon, & Spaceforce" division & Military Airtraffic control. Providing a helpful visual cue on the mini-map, for knowing which planes/aircraft belong to which military sector.
> Overall script performance improvements & dozens of bug fixes.
v2.1 -
> Minor bug fix from a typo found in the ini file leading to possible instant game crash.
v2.2 -
> Made some changes to the code structure for improving overall ped spawns & removing redunancies. This should finally remedy those who had been getting persistent errors on the Heli & Spaceforce pilot peds.
> Added missing weapon ammo management for the Coast Guard Unit division.
> Minor improvement tweaks.
--- Please be advised, not to use both Paratrooper functions during gameplay, from either this mod or "Army At SixStars" mod. Either turn one off & use the other but not both together. As enabling both mod features of paratrooper planes in action, can cause soldiers to not be able to use there parachutes in time or just fall out of the sky, due to similar sharing of code for execution.
Also please be advised, to disable some of the other "Army at sixstars" airforce units like the "Coast Guard", just use this mods (Airforce intercept) airforce divisions instead & let the army sixstars mod focus on the ground unit stuff, this allows for better performance overall.
-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!
Først uploadet: 9. juni 2023
Sidst opdateret: 2 hours ago
Last Downloaded: 26 minutter siden

























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.
@ell22337 Hi there, I see the issue is around the Spaceforce unit. Next upcoming update should resolve this but for now, make sure you don't have any other 'Airforce Intercept' ini files in your scripts folder.
Next, try changing the ped you're using & extend the spawn time value a bit, to something around 190 or more.
How can I change the pedestrian model or extend the generation time?
But my problem lies with the Space Force unit. How can I fix it to prevent a crash
@ell22337 Next update coming in a day or two. Change ped models within the ini file, & locate the unit branch you want & find the ped driver model name slot, there you would put your native ped name model or dlc ped name model.
@TimetoDine Your wish is granted, it will be re-introduced back & include additional exciting features never seen before, like a new airtraffic control for military airspace, hence increasing activity around Fort zancudo base with any dlc plane models of users choice.
@nj5050 I found the names of the pedestrian driver models, but I don't know the names of the original pedestrian models and the DLC pedestrian models.
@ell22337 The custom dlc name models are usually given & shown in a readme file by the author. They also usually match the file name when placed in the games dlcpacks folder.
I guess i will never be able to play with this mod. I'm always getting the same error in the same Heli Intercept division.
[10.01.21] [ERROR] Caught unhandled exception:
System.ArgumentException: The VehicleSeat selected was not free
Parameter name: seat
at GTA.ThrowHelper.ThrowArgumentException(String message, String paramName) in ScriptHookVDotNet3\GTA\ThrowHelper.cs:line 106
at GTA.Vehicle.CreatePedOnSeat(VehicleSeat seat, Model model) in ScriptHookVDotNet3\GTA\Entities\Vehicles\Vehicle.cs:line 2307
at AirForce.HeliWantedController.SpawnPilotHeliIntoVehicle(Vehicle heli)
at AirForce.HeliWantedController.SpawnHeliAirTraffic()
at AirForce.HeliWantedController.OnTick()
at AirForce.Main.OnTick(Object sender, EventArgs e)
at SHVDN.Script.DoTick()
[10.01.21] [ERROR] The exception was thrown while executing the script AirForce.Main from "B:\SteamLibrary\steamapps\common\Grand Theft Auto V\scripts\AirForce Intercept v4.0.dll".
[10.01.21] [WARNING] Aborted script AirForce.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
The Standalone Heli Intercept when wanted Mod used to work perfectly. Idk what's the issue with this one
Only the heli intercept is causing problem, other than that the mod works.
@Sezario I believe there maybe other factors involved that are not related to this mod per se, my first suspicion is the SHVDN that you're using. Other than that a possible incompatible/limiting mod you may have or something closely related & able to interact with the spawning of the specified helicopters/peds you're using.
Again, try changing & playing around with different model helicopters & peds, to see if there is any change in issue or glimpse of hope.
@nj5050 alwasy getting error???
System.ArgumentException: Requested value 'volatol' was not found.
at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
at AirForce.StrategicSpyPlaneReconnaissance..ctor(ScriptSettings ss)
at AirForce.Main.OnTick(Object sender, EventArgs e)
at SHVDN.Script.DoTick()
[23:21:55] [ERROR] The exception was thrown while executing the script AirForce.Main from "D:\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v4.0.dll".
[23:21:55] [ERROR] Caught unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at AirForce.Main.OnAbort(Object sender, EventArgs e)
at SHVDN.Script.Abort()
[23:21:55] [ERROR] The exception was thrown while executing the script AirForce.Main from "D:\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v4.0.dll".
[23:21:55] [WARNING] Aborted script AirForce.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
@FranklinTheGoon It appears your GTA game version may not have the native aircraft 'volatol' for the unit its accessing.
In that case simply access your ini file & change that vehicle to something else that you do have or any dlc plane of your choice, like titan.
@nj5050 still do the same thing after change the volatol my game version is 1.0.3751 latest version
[02:45:34] [ERROR] Caught unhandled exception:
System.ArgumentException: Requested value 'titan' was not found.
at System.Enum.TryParseEnum(Type enumType, String value, Boolean ignoreCase, EnumResult& parseResult)
at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
at AirForce.StrategicSpyPlaneReconnaissance..ctor(ScriptSettings ss)
at AirForce.Main.OnTick(Object sender, EventArgs e)
at SHVDN.Script.DoTick()
[02:45:34] [ERROR] The exception was thrown while executing the script AirForce.Main from "D:\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v4.0.dll".
[02:45:34] [ERROR] Caught unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at AirForce.Main.OnAbort(Object sender, EventArgs e)
at SHVDN.Script.Abort()
[02:45:34] [ERROR] The exception was thrown while executing the script AirForce.Main from "D:\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v4.0.dll".
[02:45:34] [WARNING] Aborted script AirForce.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
@FranklinTheGoon Oh my fault it appears your game version doesn't accept volatol as BlipSprite.
So you need to replace 'Volatol' Blipsprite name, within the Spy Recon division, with something else, like 'Plane' instead.
@FranklinTheGoon Wait I second that, the issue wasn't about your game version after all, it appears a minor typo with how the 'volatol' was spelled, accidentally using lowercase (volatol) instead of Uppercase (Volatol) was the real issue behind the script crash you experienced.
Issue has now been resolved with new update.
@nj5050 Thanks, the Volatol issue has been fixed with the new update. However, I’m getting another issue with your mod.
[10:19:25] [ERROR] Caught unhandled exception:
System.ArgumentException: The VehicleSeat selected was not free
Parameter name: seat
at GTA.ThrowHelper.ThrowArgumentException(String message, String paramName) in ScriptHookVDotNet3\GTA\ThrowHelper.cs:line 106
at GTA.Vehicle.CreatePedOnSeat(VehicleSeat seat, Model model) in ScriptHookVDotNet3\GTA\Entities\Vehicles\Vehicle.cs:line 2307
at AirForce.SpaceForceWantedController.SpawnPilotThrusterIntoVehicle(Vehicle thruster)
at AirForce.SpaceForceWantedController.SpawnSpaceForceAirTraffic()
at AirForce.SpaceForceWantedController.OnTick()
at AirForce.Main.OnTick(Object sender, EventArgs e)
at SHVDN.Script.DoTick()
[10:19:25] [ERROR] The exception was thrown while executing the script AirForce.Main from "D:\Rockstar Games\Grand Theft Auto V\scripts\AirForce Intercept v4.0.dll".
[10:19:25] [WARNING] Aborted script AirForce.Main.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
@FranklinTheGoon I see & what about your helicopter division, is that one working fine?
@FranklinTheGoon After you get your answer, I may have an experimental method to test try & see if I could once & for all, resolve this problem that a few seem to have.
Let me know if you have discord & a username, so I can send out a a few versions to test out & see if you get any positive results from them.
@Sezario Let me know if you have discord & username, so I can send out a a few versions to test out & see if you get any positive results from them.
@nj5050 Here my discord username - prateekyadv
@nj5050 Hello, could you please provide me with the latest version of the Air Force intercept mod, and the version of ScriptHookVDotNet that is used with it?
@FranklinTheGoon @Sezario I believe I may have found the issue you guys have long complained about. The pilot error issue may have been a result of a redunant coding, which for some could potentially causing double ped & pilot creations during initial mounting of peds after a vehicle is created.
Thanks to 'Sezario' who made an interesting statement about how the older versions used to work in the past, only to realize I had left an old code pattern for the ped creating arrangment, that was mostly outdated & needed update to reflect new changes maed but unfortunately been too busy to remember this.
@ell22337 No need to look further, the new update v2.2 has been released for the latest Airforce intercept with airtraffic controller v4.1.