- AI Update Part 2: AI Backup + New Light Bar DLC Out Now
- Hello all,
- I'm happy to announce that the AI Update Part 2: AI Backup is out now! This update expands and improves on the recently introduced AI backup system by introducing the ability to use a walkie talkie to call for backup while you are out and about in the open world.
- This update also lets you call for backup from police, fire or EMS departments, regardless of the department you're playing at the time.
- Emergency Response Lightbar Collection available now
- Full Patch Notes - 29/10/2024 Unstable Build
- AI Backup (Singleplayer Only)
- - Use radio to call for backup (Default key "Tab" where you choose to control partners or call for backup)
- - Texture mods for backup vehicles and characters (Using Slot 1 in Assign Menu for each model)
- - Command backup AI characters while they are out of car
- - Police backup (Police Car, Sheriff SUV, Swat Van)
- - Firefighters backup (Engine Truck, Fire SUV)
- - EMS Backup (Ambulance, First Responder SUV)
- New
- - Light patterns on Mod.io (Add prefix Lights_ to exported file, example: Lights_My Mod Name.txt and upload as .zip (no folders))
- - Dispatch now give calls around players (1300m radius), the range limit is ignored when using next mission command [/nm_]
- - Sheriff partner character
- - More props for pedestrian crossings in City East, Cod Town, Beach Town and City Marina
- - Partners and backup units now show on minimap and full map UI
- Traffic Spawner Improvements
- - New waypoint finder around player (might improve multiplayer lag with 6+ players)
- - Using optimized waypoint finder the spawner will try to use free spots to spawn more traffic
- - Distanced traffic optimization (based on distance it will turn off AI driver character or wheel animations)
- - Pedestrian waypoints added in City East, Port and Beach Town Pier
- Pedestrian and Traffic Fixes
- - NPC loading improved to fix loading hickups at game start and when loading missions (The NPC pool now has 60 pedestrians which should be enough for default pedestrian count and missions, if for custom missions need more, it may load more pedestrians but could cause some hickups)
- - NPC pedestrian pooling was broken and during gameplay new pedestrians were created for each spawn causing memory increase over time and possible crashes or lag on multiplayer
- - NPC in missions now despawn when player cancel the mission and leave area
- - NPC pedestrians no longer stop spawning after a while
- - When loading a game, now only the host creates NPC pedestrians and traffic, solving an issue with clients loading duplicate NPCs and traffic unnecessarily, causing lag for all players and memory increase
- - Sorting and fixes for multiplayer entity ID mismatch causing random sync issues and lag while Photon tried to fix it with destroying NPC clones and creating new instances
- - Pedestrians no longer spawn partially in the ground while loading before they start walking
- - Pedestrians no longer walk around with a gun floating in front of their head
- - Function for missing traffic lights in City East and Beach Town
- Fixes
- - Multiplayer car seat rotation sync fix for players
- - In multiplayer sometimes pedestrians stopped walking
- - Toggle auto-off sirens setting now saves when you get out of your vehicle
- - On each game load and each vehicle menu launch, customized siren slots previously got messed up
- - Beach Town pier poles rendering fix
- - Hovering parked cars aligned with ground in Beach Town and Cod Town
- - Parked cars are now using optimized traffic car models
- - Changed default setting for parked cars from Low to Medium when creating a game
- - Changed default vehicles for new players (SUV for police and Engine for firefighters)
- - Map buildings and roads were previously loaded duplicate on CPU
- - NPC vehicles have correct lights when at night
- - Fixed an issue that caused the UI to freeze if double clicking on done in character menu
- - Minimap water texture fixed
- Thanks,
- The Flashing Lights Team