Talk:Wanted level
If one is curious how to see that chaos points in-game, use this CLEO script for III/VC (comment/uncomment appropriate constants):
// FXT: WANT_01 Chaos points: ~1~
{$CLEO}
0000:
const
// GTA3 1.0
// pPlayerPed = 0x009412F0
// pWanted = 0x53C
// VC 1.0
pPlayerPed = 0x0094AD28
pWanted = 0x5F4
end // const
while true
wait 0
if
0256: player $PLAYER_CHAR defined
then
if
05EE: key_pressed 117 // F6
then
if
10@ == 0
then
10@ = 1
else
10@ = 0
end
wait 1000
end
if
10@ == 1
then
05E0: 0@ = read_memory pPlayerPed size 4 virtual_protect 0
0@ += pWANTED
05E0: 1@ = read_memory 0@ size 4 virtual_protect 0
05E0: 1@ = read_memory 1@ size 4 virtual_protect 0
01E4: text_1number_lowpriority 'WANT_01' 1@ 300 ms 1 // FXT
end
end
end
Suggestions for the article
I analysed wanted level system in Vice City a bit as well and here are some additions to this article:
Crime ID 1 is shooting bullets or explosives and revving chainsaw. It doesn't raise chaos level, but if it is witnessed by a cop, wanted level is awarded. Crime ID 17 is blowing up a vehicle with a tank. I noted that ID 8 and 9 are both crimes for forcing evasive dive. I am not entirely sure about it, though. What is very important is that commiting a crime with a witnessing cop awards double chaos points for a crime. Cop who was just killed counts as well, so for running over a cop player is awarded with 160 chaos points, not 80, because killed cop is considered as a witness. Cop is considered as witness if he is within 14 units from player. Player is awarded with wanted level of 1 if he is within 20 units from cop in an alarmed vehicle. Player is awarded with wanted level of 1 if he has collided with a cop car and two conditions are true: player's car speed is higher that cop car's speed after collision and player's car speed is higher than 0.1 (in-game unit). Crime ID 2 doesn't add chaos level is a victim is a criminal running away from cop. For crimes ID 8, 9, 12 and 16 player is awarded with double chaos points regardless of whether there were witnesses. In german version of the game (or if language is set to german) crimes with ID 4, 5, 13, 14 guarantee a wanted level of 1.
I summarised my data is this pastebin, maybe I have forgotten something here which can be used in the article: http://pastebin.com/RmGpQL7r --Nick007J (talk) 10:50, 24 September 2015 (UTC)
- Your research is great. I've corrected the errors in the table. Do you have plans to expand on the article itself?--Spaceeinstein (talk) 06:36, 25 September 2015 (UTC)
Police scanner
Police reports crimes commited by player with ten-codes ("Respond to/we've got/this is..."). There are 12 ten-codes in both GTA III and VC, so some of them share a code.
Crime IDs | GTA III SFX | GTA III code | GTA VC SFX | GTA VC code |
---|---|---|---|---|
1 | 194 | 10-11 | 199 | 10-71 |
2, 12, 18 | 195 | 10-50 | 200 | 10-81 |
3, 14, 19 | 196 | 10-55 | 201 | 10-17 |
4 | 197 | 10-80 | 202 | 10-19 |
5 | 198 | 10-81 | 203 | 10-21 |
6, 15, 17 | 199 | 10-65 | 204 | 10-23 |
7 | 200 | 10-9 | 205 | 10-27 |
8 | 201 | 10-29 | 206 | 10-28 |
9 | 202 | 10-48 | 207 | 10-61 (?) |
10 | 203 | 10-73 | 208 | 10-74 (?) |
11 | 204 | 10-74 | 209 | 10-77 |
12, 16 | 205 | 10-92 | 210 | 10-Vice City |
It is very likely that ten-code for crimes 12 and 16 in Vice City wasn't supposed to be "10-Vice City" and was actually an error. "Vice City" is a sound used as location of player, and SFX 198 ("7") remained usused.
I'm not sure if this info should be separate in the article or inserted in main table, so left it here for now. Feel free to add it of course if it's worth adding. --Nick007J (talk) 19:32, 4 March 2016 (UTC)
San Andreas Additions
I talked with Nick about a mysterious wanted level I got in Deconstruction despite the sensitivity to crime being 0. New stuff coming out: Crime witnessing ranges in SA referring to: "Some crimes raise the player's wanted level directly. The following will instate a minimum wanted level of 1: Committing any of the above crime in front of law enforcement"
crime id | range(m)
12, 16, 17 | 60.0;
20 | 30.0;
rest | 14.0
^ See CCrime::FindImmediateDetectionRange
Crime 17 is incomplete, I found through testing that these things count, too:
- Throwing satchels, grenades, molotovs (tear gas untested)
- using any rocket launcher (not firethrower).
I feel hesitant to just add it to the wiki without sources. ^^
There seems to be a cool-down: When I keep shooting missiles at the airport (no cops nearby) I only get the chaos level increase every ten seconds.