
 					'Army At SixStars' mod - By Nj5050 & JulioNibs


Overall this script spawns army vehicles & peds from there corresponding Federal & Military Agencies, when player has met a certain 'crime level'  at predetermined value, after having reached 5 stars. 
Then a Non-native Gold/Yellow Six-Stars will appear, to indicate player has reached the highest threat level there is in Los Santos,
& therefore appropriate actions is taken by the aforementioned Agencies, against Player & any their allies. 
User will be able to edit & configure most of the vehicles, Ped models, weapons, weapon components & frequency of dispatch, directly in the visual Basic script of the mod. 
Though it is advised to keep original backup copy, in case you makes & want to revert back.



 	'Army At SixStars' comes in two primary versions; 


Basic .VB Version - For typical players, just drop mod file & play right out of the box, without any pre-requisit needed, relying solely on original vanilla game models (i.e. vehicles & Peds).
                    Now it's to be noted, there are some few features not added to basic version, so to keep it consistent with any basic Hardware use performance, i.e. low-end to medium end.


Basic .dll Version - This is the latest .Net class support for Basic version, now offering full compatibility integration with latest ScriptHookVDotNet Nightly (v3.7.14) as of January '2025, & mod configuration. 
                     Installation is just as simple as its .vb format copy, & all it requires user to do is locate & Extract the "Army v2" folder from inside the "Army v2.4.dll Basic - SHVDN Nightly" folder,
		     and place it into your GTA 5 "Scripts" folder. If you'd like, you can even go one step further after doing this step, & remove the two mod apps "Army At SixStars Basic v2.4.dll" & "Army At SixStars Basic v2.4.ini"
		     and relocate them inside the scripts folder directly, instead of leaving them inside the "Army v2" folder, this simply allows the mod apps to make better use of both the 'Army v2' folder & 'scripts' folder while not being affected,
		     however please make sure the "Army v2" is still intact with all its other files & not moved outside the scripts folder as the contents will still be accessed by the other Mod apps you just relocated, otherwise you can skip this third step.  
 


Ultimate .VB Version - This version relies largely on DLC add-on models for its incredible range of diversity in Peds, vehicles & props. Bringing in a modern warfare scenario, with some of the latest military hardware tech,
                       & realistic response action engagements from the ai. Now includes open-sea warfare with Battle-ships (i.e. frigates, cruisers, destroyers) & Nuclear Subs! 
                       An outlined list for the tested & current use models is provided, which is needed to be acquired for this pre-configured part of the script. However keep in mind, the list supplied is only baseline to work with, so users are free to replace such units with their own as they please.


Ultimate .dll Version - This is the latest .Net class support for the Ultimate version, now offering full compatibility integration with latest ScriptHookVDotNet Nightly (v3.7.14) as of January '2025, & mod configuration. 
			This .dll version now allows users to make quick & easy changes to the "Pre-set" Ped model names & Vehicles the mod already has prescribed, simply access the Config settings .ini to make these changes before using mod.
 		 	Ultimate vers. still relies largely on DLC add-on models for its incredible range of diversity in Peds, vehicles & props. Bringing in a modern warfare scenario, with some of the latest military hardware tech,
                        & realistic response action engagements from the ai military units. Now includes open-sea warfare with Battle-ships (i.e. frigates, cruisers, destroyers), Nuclear Subs & Army Airborne Paratroopers! 
                        An outlined list for the tested & current use models is provided, which is initially needed to be acquired for this pre-configured part of the script, but can easily be changed in ini, However keep in mind, the list supplied is only baseline to work with, 
			so users are free to replace such units with their own as they please.
                        Installation is just as simple as its .vb format copy, & all it requires user to do is locate & Extract the "Army v3" folder from inside the "Army v3.5.dll Basic - SHVDN Nightly" folder,
		        and place it into your GTA 5 "Scripts" folder. If you'd like, you can even go one step further after doing this step, & relocate the two mod apps "Army At SixStars Basic v3.5.dll" & "Army At SixStars Basic v3.5.ini"
		        and place them inside the scripts folder directly, instead of leaving them inside the "Army v2" folder, this simply allows the mod apps to make better use of both the 'Army v2' folder & 'scripts' folder while not being affected,
		        however please make sure the "Army v3" is still intact with all its other files & not moved outside the scripts folder, as the contents will still be accessed by the Mod apps you just relocated, otherwise you can skip this third step.  
 

HOW TO INSTALL: Simply place the "Army v2" folder for the Basic version, directly into your scripts folder (i.e. hard drive > C:/..../GTAV/scripts). which will look like this once completed hard drive > C:/..../GTAV/scripts/Army v2).
	        If you wish to use the Ultimate vers., then placed the "Army v3" folder directly into your 'scripts' folder the same manner, however please make sure the "Army v3" folder is the ONLY folder being placed in your game scripts folder, & not alongside the "Army v2" folder, likewise same siuation when using only Basic version.




Visual Basic without SHVDN Nightly, Requirements:

ScripthookV

ScripthookVDotNet2 v3.5 or above (SHVDN Nightly may not be compatible for this version, there's a separate file of .dll format provided for those users instead)



.Net dll for SHVDN Nightly, Requirements:

ScripthookV

ScripthookVDotNet2 Nightly v3.7.14 or Below (Latest vers. as of January 2025)!



Highly Recommended Secondary Mod Advised:

"AirForce Intercept When Wanted w/ SixStar Support" v3 Mod (by myself)



Other Recommended Third-party Extension Support Add-ons:


Packfile Limit Adjuster

Heap Adjuster

Dismemberment Mod

Weapon Limits Adjuster / CWeaponInfoBlob Limit Adjuster by Alexguirre

Resource Adjuster Mod

Boat Weapons Enabler

Simple Trainer

Add-on Peds Generator (for installing custom DLC peds of your choice)



SHVDN Nightly Users FAQ:

* How can I change the difficulty level in reaching to sixth star?

You'll find this under the 'Dispatch Timer & Crime Value Trigger Settings' within the settings .ini file, see examples below:							


MilitaryDispatchTimer=8100   <=== This timer is in seconds (8.1 sec.), increase/decrease value to allow greater/lesser flow rate of dispatch unit arrivals.
CrimeValueTrigger=160	     <=== This value is the threshold amount user has to reach in terms of crime value accrued, before military level response is called for



* How do I Turn off the News Animation or any other notifications that keep showing up during active events under Six Star Wanted?

This can be done by going into the .ini settings file, & under 'Display Alert Settings' section within the settings .ini file, see an example below:


Display_CrimesMessageCountdown=True	<=== Simply Replace "True" With "False" to toggle these functions on or off.
Display_News_Alert=False



* How do I add, modify or remove a vehicle spawn with my soldier Peds?

This can be done by going into the .ini settings file, & locating the military division section for that specific military unit, see examples below:


			; 'San Andreas Army Airborne ParaTrooper Division' Vehicle Selection Manager


ParaPlaneModel1=Titan 	 <=== Simply Replace this vehicle native game model name, with any other native or DLC vehicle model name. Its advised to make sure these unit models can spawn before placing them into the mod to avoid errors/crashes.	  
ParaPlaneModel2=C130j

			; 'San Andreas National Guard Military' Vehicle & Ped Model Selection Manager

NationalGuard_PedName1=s_m_y_blackops_03   
NationalGuard_PedName2=s_m_m_Marine_02      <=== Simply Replace this native Ped Hash game name, with any other native or DLC Ped Hash name Make sure there's no spaces at the end or beginning.
NationalGuard_PedName3=s_m_y_Marine_01 


			; 'FIB/FBI Tactical Division' Vehicle & Ped Model Selection Manager

Fib_MaxSpawnedEntitiesCount=40	  <=== These values regulate the maximum allowed Ped & vehicle spawned units to deploy throughout game, if you seeing too many of these particular units & less other units, then this where you come to lower/increase values. Test with small increments/decrements values at first until you get an idea.  



* How do I change the Parachute Tint colors for the Army Peds or do any other customizations?

This can be done by going into the .ini settings file, & locating the section for the particular customization, in this instance it will be 'Parachute Tint Colors', see an example below:

extraSeat1PedParachuteTintColor=1	<=== These are the games "Enum" values for indexing of prop/weapon-based properties. They often carry index values that can associated with that particular Component.	
extraSeat2PedParachuteTintColor=3	     The list of index values corresponding to the different color type choices that can be found & made are at the very bottom of the .ini settings page, clearly marked to be seen.
extraSeat3PedParachuteTintColor=2      <=== Here we chose value number 2, which corresponds to the "Red Colored" parachute Tint.


; Parachute Tint Color Hashes To Select From:
;
;		None = 0
;		Rainbow = 1
;		Red = 2			
;		SeasideStripes = 3
.......etc.




.VB Users Only FAQ:

* How can I change the difficulty level in reaching to sixth star?

You'll find this in two different sections of the script, see examples below:

1st Example:

			Dim flag2 As Boolean = Not Me.bSixStars
			If flag2 Then
				Dim IsShooting As Boolean = Game.Player.Character.IsShooting
				If IsShooting Then
					Dim ptr As Integer = Me.crimes
					Me.crimes = ptr + 10                                    <---- This is where you can add/lower to your own desired value, anywhere from 1 to 149 in accumulating crime points for reaching the 150 Max Threshold! 
				End If
				Dim IsJacking As Boolean = Game.Player.Character.IsJacking
				If IsJacking Then
					Dim ptr As Integer = Me.crimes
					Me.crimes = ptr + 2				<---- This is where you can add/lower to your own desired value, anywhere from 1 to 149 in accumulating crime points for reaching the 150 Max Threshold! 



2nd Example:


					Next
				End If
         				Dim flag5 As Boolean = Me.crimes > 150     <---- This is where you can add/lower to your own desired value (i.e. 50 to 1000), for creating the accumulated maximum threshold value for trigging 'Army SixStars' response.




* How do I manage/regulate Rate of Army dispatch, so to make it easier or more difficult for player?

This can be done by locating below this code line & following the example given;



			Dim flag7 As Boolean = DateAndTime.Now.Subtract(Me.timerDispatch).TotalMilliseconds > 10100.0	  <---- This is where you can add/lower to your own desired value, & represents in milliseconds (currently showing 10.1sec.). Lower values such as 5000 to 10000, will cause greater difficulty for player by dispatching Army units at quicker frequency than much higher time values, therefore anything above this value range begins to slightly noticably decrease frequency rate of Army dispatch.
			If flag7 AndAlso bSixStars Then            'Adds a second check for bSixStars here
				Me.timerDispatch = DateAndTime.Now



* How do I Turn off the News Animation from showing during Six Star Trigger?

This can be done by locating below this code block & following the example given;

	Public Sub New()
		AddHandler MyBase.KeyDown, AddressOf Me.mainKeyDown
		AddHandler MyBase.Tick, AddressOf Me.mainTick
		Me.myRandomSource = New Random(DateAndTime.Now.Millisecond)
		Me.bSixStars = False
		Me.crimes = 0
		Me.damagedPeds = New List(Of Integer)()
		Me.copsGroup = Nothing
                Me.relationshipGroup = Nothing
		Me.bLoadAnimatedGif = True		 <--------------------- This is where you can set "Breaking News Animation" display to "True" to play during initial SixStars trigger, or "False" to not display at all when SixStars is trigger. 
		Me.animatedGifFiles_1 = New List(Of String)()
		Me.animatedGifFiles_currentImages = New List(Of String)()
		Me.latestCopCarHeading = 0.0
		Me.latestCopCarSpeed = 0.0
		Me.createdVehicles = New List(Of Integer)()
		Me.createdEntities = New List(Of Entity)()
		MyBase.Interval = 10
	End Sub



* How do I add, modify or remove a vehicle spawn with my soldier Peds?

This can be done by locating the snippet code line, "Me.addVehModelToList(list, "........."). Where the empty dotted line is where the vehicle model name is placed, within quotation marks, ".........".
To add a vehicle simply add replace any vehicle model name from the list with your own. Please bear in mind the kind of vehicle your adding, so try making it appropriate for the list, 
such as I wouldn't necessarily add an army Tank to spawn with alongside the small-medium vehicle type groupings.
Though its not impossible to do, it would definitely cause the vehicle spawning dynamic to look imbalanced. Luckily Player users don't have to worry about how many ped seats they need for each vehicle, 
this script has been carefully constructed to remove any unnecessary or unused seatings, if say you're only using Two peds for a 6 vehicle seater on one hand, & on another hand have 7 peds for a barrack Truck. 

To Add/Remove a vehicle from the spawn list only, simply 'add a new' or delete the existing line row from that army code block, i.e. "Me.addVehModelToList(list, "........."). Just be careful in what you remove & know what you are doing.


	Private Sub NationalGuard_select()
		
	Dim list As List(Of String) = New List(Of String)()

		Me.addVehModelToList(list, "crusader")     '1		
		Me.addVehModelToList(list, "technical3")    '2 
		Me.addVehModelToList(list, "halftrack")      '3
		Me.addVehModelToList(list, "barrage")         '4
		Me.addVehModelToList(list, "barracks")        '5
		Me.addVehModelToList(list, "minitank")        '6
		Me.addVehModelToList(list, "barracks3")       '7
		Me.addVehModelToList(list, "insurgent")       '8
		Me.addVehModelToList(list, "scarab2")         '9
		Me.addVehModelToList(list, "insurgent3")       '10
		Me.addVehModelToList(list, "minitank")        '11




* How do I Change a Ped to a Dlc Add-on Ped, for spawning with the Army? 

This can be done by first locating the line example below, then applying the dlc Ped model name in quotation marks, like this: "delta". See second example for illustration.


		For Each vehicleSeat As VehicleSeat In list2
			Dim ped As Ped = vehicle.CreatePedOnSeat(vehicleSeat, Me.pedselect())     <------- This is where you can add your own Dlc Ped, thats not listed in the PedSelect random spawning scenario.



2nd Example:


		For Each vehicleSeat As VehicleSeat In list2
			Dim ped As Ped = vehicle.CreatePedOnSeat(vehicleSeat, "delta") 



* How do I add a Ped thats already within the games original files, to spawn alongside the Military dispatches, like say a 's_m_y_blackops2' & 's_m_y_blackops3' ?

To do this you'll need to scroll to the near bottom section of the script page, & locate the 'Pedselect()' code block below. 
See second illustration example below, to see how its been implemented.



	Private Function Pedselect() As String
		Dim result As String
		Select Case Me.myRandomSource.[Next](6)
			Case 0
				result = "s_m_m_Marine_01"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 1
				result = "s_m_m_Marine_02"    <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 2
				result = "s_m_y_Marine_01"  <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 3
				result = "s_m_y_Marine_02"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 4
				result = "s_m_y_Marine_03"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case Else
				result = "s_m_y_blackops_01"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.


2nd Example:

	Private Function Pedselect() As String
		Dim result As String
		Select Case Me.myRandomSource.[Next](6)
			Case 0
				result = "s_m_y_blackops2"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 1
				result = "s_m_m_Marine_02"    <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 2
				result = "s_m_y_Marine_01"  <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 3
				result = "s_m_y_blackops3"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case 4
				result = "s_m_y_Marine_03"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.
			Case Else
				result = "s_m_y_blackops_01"   <------- This is where you can modify to your own orginal vanilla game file Peds, of your choice.






* How do I give my soldier Peds a particular weapon out of the weapons list?

This is a little more tricky but can easily be done if directions are followed carefully. First locate the 2 specific code lines containing the following data below.



1st Example)	

	 Dim list3 As List(Of WeaponHash) = New List(Of WeaponHash)()
	 list3.Add(Me.weapselect())  '1           		       <------- This is where you can modify weapons of your choice, that is outside of the random weaponSelect group.
	 list3.Add(Me.weapselect())   '2
	 list3.Add(Me.weapselect())    '3
	 list3.Add(Me.weapselect())     '4
	 list3.Add(Me.weapselect())      '5
	 list3.Add(WeaponHash.SniperRifle)       '6		<------- Here we added a, WeaponHash.SniperRifle, as a specific weapon we want Ped #6 to carry.



2nd Example)     


	Dim flag6 As Boolean = list3.Count = 0

     'check if there still weapons in the list, use default case its empty
	 If flag6 Then
	     list3.Add(Me.weapselect())			<------- If majority of Weapons given from 'Dim list3', are from the "Weapon select group", like the above example, then you can leave this line as, Me.weapselect(). If however the majority weapons was not from Weapons select group but more specific, then apply that specified type here, [Me.weapselect()], by inscribing it using the above example, i.e. [WeaponHash.SniperRifle].

	 End If



Other Helpful Tips - For Proper Alignment & Setting Of '6th Star' Wanted Symbol on player Display Screen:

So I gathered some new input values for anyone who has resolutions lower than 1920x1080 or 4K, to use in place of default values from the Army Mod.
See below for the new values to enter into your Army v2 or Army v3 Vb file, this is only for those who have issues when using lower resolutions than the standard default values.


For
1024 X 768 & 1152 x 864 Resolutions

Dim pos As Point = New Point(1114, 10)
Dim size As Size = New Size(21, 21)

or

Dim pos As Point = New Point(1114, 9.3)
Dim size As Size = New Size(21, 21)

For

1176 x 664 Screen Resolution

Dim pos As Point = New Point(1146, 9.6)
Dim size As Size = New Size(19.3, 19.3)



Reported Bugs:

As always, this is still a Beta type release & lots more work remains to be done. Suggestions & improved coding techniques is most welcomed.
If you notice any serious bugs that may hinder overall game play or mod performance, please feel free to alert me on it, so I may look into it & help resolve.



Changed Log

v1.0 - 

Official Release



v1.1 - 

* Made some additional improvements for Unit spawnings on both the 'Basic' & 'Ultimate' versions.

* Corrected some left over errors in some areas. Still a work in progress.

* Added an additional Check List Item Review helper, for those who had some difficulty with the installation process on the Ultimate version.



v1.2 - 

* Removed/Disabled 'Coast Guard' Unit from the 'Basic' Edition, & instead introduce a new Agency unit called "Paratroopers", which is already available in the 'Ultimate Edition'.
 
* Removed/Disabled 'AirForce Heli' Select Group Unit from the 'Basic' Edition, & instead introduce a new Agency unit called "Space Force", which is already available in the 'Ultimate Edition'.
 
* Made General improvements to the conditional spawning scenario's for all units in the 'Basic' & 'Ultimate' Editions! 

* Revised Some & Added New 'Group Ped Select' functions for increasing variety of Ped add-ons & customization to dispatch units, for most Agency branches, available in both the 'Basic' & 'Ultimate' Editions! 

* Improved Various Agency Units, such as the 'CIA Ops.' Bike Unit, for better & more realistic heart-pounding motocycle chases against game player when on high speed bikes or vehicles. Added the option for mounting a second Ped operative as passenger. In both the 'Basic' & 'Ultimate' Editions! 

* Added new Vector Spawn positions for Motocycle dispatches!

* Fib Tactical Agency Unit, has now been removed & renamed to "Special Ops." Unit from the 'Basic' Edition, which is mainly used for Juggernaut Peds or other customizable add-on peds of user choice. Only found in the 'Basic' Edition! 

* Added ability to customize default Submarine color, livery, under-water light intensity & speed boosts, from the 'Navy Sub' unit dispatch division. Available in both 'Basic' & 'Ultimate' Edition. 



v1.3 -

* Fixed some missing coding that prevented 'Army v2 version' from starting up, thus showing up multiple errors when attempting to load



v1.4 - 

* Added Additional & Better Overall Army Troops Spawning Conditions! For Both 'Basic version' & 'Ultimate Edition'.
 
* Added Additional & Better Overall Special ops. & Fib Tactical Unit Spawning Conditions! For Both 'Basic version' & 'Ultimate Edition'.

* Introduced More Mini-Gun Carry For The "Juggernaut" Peds! For Both 'Basic version' & 'Ultimate Edition'.
 
* Added Additional & Better Overall Army Ground Tank Spawning Conditions. Army Tank Units Will Now Spawn If Player Enters Into Any Military Vehicle, & Any Heavy Armored DLC Add-on Vehicle! For Both 'Basic version' & 'Ultimate Edition'.

* Army Ground Tank Units (Ai) Now Have The Ability To Switch There Vehicle Weapons At Will!

* Improved Naval Battleship Offensive Response. Expect Moderate-To-Heavy Bombardment When In Close Proximity Of The Destroyer Ship! For 'Ultimate Edition' Only.

* Added Working Night/Search Lights For Some Marine Vehicles! For Both 'Basic version' & 'Ultimate Edition'.

* Added Flashlight Weapon Components For Navy Seal Marine Peds, especially When Out At Sea! For Both 'Basic version' & 'Ultimate Edition'.

* Introduced 3 New 'Call Of Duty' Custom DLC Peds Add-on (Shout out to Author: oliver8979). For The CIA Ops. Division, ParaTrooper Unit, & Fib Tactical Unit! For 'Ultimate Edition'.

* Introduced The Mini-Tank, For The 'Ultimate Edition'!

* Slight Overall Improvement To The Newly Designed & Expanded 'Ped Group Selection Function'!



v1.5 - 

* Major Improvement Upgrade made to the Script Spawn Counts, which now is much better self-regulated & keeps any excesses units from causing issues & gets removed smoothly & quickly. Hence possible better system performance will result, without sacrificing User Performance. Expect some better FPS than before!

* Added A New Additional 'crime trigger' points condition, like stealing any police vehicle, which now carries the highest consequence for commencing 6-star wanted level.

* Made Improvements to overall Agency Division & Ped Unit Names, for better script code readability, code conciseness & hence improving overall game mod performance.

* Introduced A New Ped Select Group, Called "NavySeal_Pedselect()" (For 'Ultimate Edition' only), & another Ped Group creation, called "SpaceForce_Pedselect()" (For both Basic & Ultimate Versions). These new Ped Group additions can easily be expanded & modified to any Ped model or 'custom Dlc peds' for your Army divisions, whenever/if needed.

* More Improvements made to overall dispatch conditions; which keeps the many Army branches more engaged, calculative & decisive in their tactical related-responses; filled with unpredictabilty, bringing an array of arsenals & combat-engaging performances, making sure to leave nothing but shock & awe lethality.

* Improvements made to 'Naval Fleet division' Battleships (Ultimate Edition Only), both in maritime speed navigation, enemy chase & targeting, & precision firing power!

* Improvements made to 'Naval Sub division', which includes boost in maritime speed navigation, under-water enemy targeting tactic, & above-water surface enemy targeting!

* Improvements made to Cargobob 'Paratrooper' dispatch logic, which now has better stealth surprise arrivals & dramatic parachute landings, & a smooth Heli exit from the area once all peds fully discharge.



v1.6 - 

* Created a non-editable 'dll format' of the "Army v2.3 Basic" mod, for users that are on the latest SHVDN Nightly.

* Introducing GTA5 first-ever, San Andreas "Army Airborne Paratrooper division" dispatch. Featuring exceptional Skydiving Army soldier skills, out of any large Cargo seated plane (i.e. Titan) with precision self-guided path towards target location & topping it off with dramatic stealthy landings. (For Both Basic & Ultimate vers.). 

* Improvements made to the Airforces Cargobob short-range "Black Ops. Paratrooper" division dispatch (For Both Basic & Ultimate vers.).

* Created & Added option to change 'Paratroopers Tint Colors', from the default set value (For Both Basic & Ultimate vers.).

* Created & Added option to set different 'Paratrooper Landing Styles' (For Both Basic & Ultimate vers.).

* Added a new slighty larger distance range checker value, for Naval sea dispatches (Navy & Sub only). (Mostly For Ultimate vers.).

* Minor few improvements made to overall dispatch conditions.


v1.7 - 

* Introducing first ever revamped '.Net class format' for the SixStars Mod. Implementing a huge modern-day based settings .ini config file, for both "Army v2 Basic" & "Army v3 Ultimate" editions!

* Updated Army mod SHVDN to the latest vers. 3.7.14, for overall compatibility. (For Both Basic.dll & Ultimate.dll vers.).

* Implemented vast new array of customization possibilities & toggling features, for majority of user case scenario's, strictly on the .dll version formats.

* Minor Bug Improvements made throughout script.

* Created & Added a new Ped Unit faction, "NavySeal_Pedselect" (For Both Basic.dll & Ultimate.dll vers.).

* Created & Added option to set all Notification Displays On/Off (For Both Basic & Ultimate vers.).

* Created & Added option to set 'Army Mod' completely On/Off, in addition to having a script "Reset" option. (For Both Basic.dll & Ultimate.dll vers.).

* Added Game Controller Support for Mod Script Reset function. (For Both Basic.dll & Ultimate.dll vers.).

* Introduced & added Option to "Create Your Own Message Dispatch Notifications". (For Ultimate.dll vers. only).

* Created & Added option to edit the "Presidental News Alert Message". (For Ultimate.dll vers. only).


v1.8 - 

* Removed new Toggle feature "Activate Army Mod" from the script.

* Removed Submarine "livery" customization setting feature.

* Fixed toggling settings for turning On/Off the "Display News Alert".

* Fixed a minor Bug found in Army v2 Basic vers..

* Added an additional separate mod file, for those using SHVDN v3.6 & below (Non-nightly vers.). This won't be done again in the future btw!.



Public Notice:

This Release is available only on Gta5-mods.com! No selling or re-uploading on other sites is permitted, without prior written consent & approval!
Modifying areas of the files is allowed for personal use only.
If any such permissions are granted and on gta5-mods.com, please give the proper credits/accolades to the original author.



Great special thanks to: the Legend himself "JulioNIB" for bringing some valuable contributions to this project. 



Other Credits Go To: 


Alexandar Blade For 'ScriptHook V', 

Crosire For Community Script Hook V, 

Sjaak327 For Simple Trainer,

& to the many very talented GTA-5 creative vehicle & Ped mod designers out there (Kudos especially to SkylineGTRR34Freak)!



Don't forget to share, Like & Vote 5-stars!


Enjoy!
Nj5050 
