
Jets Intercept When Wanted Has Now Been Merged With "Heli Intercept When Wanted", "Coast Guard Intercept When Wanted", "ParaTroopers Intercept When Wanted", & Now "Airforce Strategic Spy Reconnaissance",  Together All Combined & Now Regulated By, 'San Andreas Army & Airforce Military', with compatible support & recommended for "Army At SixStars" Mod (author: Nj5050)!


* Scramble jets (of your choice, including add-on jets) when the player has a 3+ star wanted level, with adjustable parameters like "only be in a helicopter or plane" for dispatching. Supports usage of custom weapons! Please see below examples of how to perform this!
* Now Assault Helicopters (of your choice, including DLC add-on's) can be dispatched under one roof, when player has a 3 stars or above wanted level. Customizable in ini settings file. Adjustable Parameters Works either while in a helicopter/plane/or on foot. 
* Now Supports up to 2 Pilots mounted, for any aircraft with two seat occupancy. Driver Pilot & Co-pilot!
* New features for Coast Guard division.
* Improved New 'Army Paratroopers' division with up to 7 seated soldier Peds deployed.
* Introducing New "SA Airforce Strategic Spy Reconnaissance" division, allowing for intelligence gathering & surveillance planes (or any dlc custom crafts of users choice) to fly around & near, wanted target, wether on foot, car or by air!
* Introducing New "SA Airforce SpaceForce" unit division, allowing soldiers to utilize mobile thrusters for air-air combat & chase. If you're also playing on 'Army at SixStars" by me(nj5050), please set the 'AFSpaceForce_MaxSpawnedEntitiesCount=18' within the settings ini file to 0. So that it looks like this: AFSpaceForce_MaxSpawnedEntitiesCount=0
* Introducing New "SA Airforce UAV Drone" unit division, allowing for specific UAV drone based variety aircraft spawning, which are not tailored to fighter-jet styles. This enables more flexibility for focusing on specific aircraft types to spawn on different wanted levels.
* 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 trafficking & landings, at Fort Zancudo military base.



Examples For Use,

Simply add your native or Dlc jet plane hash name models in the accompanied .ini config settings file.


Example: 

models=hydra,lazer,f18e,f35b    <----- I've added two additional jets here from the preset native jets (f18e & f35b), which are dlc custom planes to the model list to be spawned.         

numJets3stars=1        <----- this is the number of jets I'd like to see spawned (which is one) during game player wanted level scenario, which is at 3 star wanted.
numJets4stars=2
numJets5stars=3		<----- This number is set at three jets to see spawned at the 5-Star Wanted level, from the entry model list above, currently at 5 Star Wanted level.


pilotPedName=s_m_m_pilot_02        <---- this where users will write out there native & dlc hash names of there Peds for spawning within the assigned Jet plane vehicles. Just make sure you write the names out correctly, otherwise Mod at runtime will through a fatal error message.
coPilotPedName=s_m_m_marine_01



Adding Jet Model's:

**Beta Test Experiment, Optional:** to make a jet use a custom weapon, format a model name like so: `[model_name]:[weapon_name]`.  
For example, if you'd like to use [Voltrock & SkylineGTRFreak's F/A-18F Super Hornet](https://www.gta5-mods.com/vehicles/f18f-super-hornet-addon) as a intercepting jet, but would like the pilot to use his cannon: `fa18f:VEHICLE_WEAPON_FA18F_GUN`.  
Separate your models list using commas like so: `models=fa18f:VEHICLE_WEAPON_FA18F_GUN,lazer,hydra`.  

`weapon_name` is found in the jet's `handling.meta` file, under `<Item type="CVehicleWeaponHandlingData">`.
```XML
<SubHandlingData>
  <!-- ... -->
  <Item type="CVehicleWeaponHandlingData">
    <uWeaponHash>
      <Item>VEHICLE_WEAPON_FA18F_GUN</Item>     <!-- these are the weapon names -->
      <Item>VEHICLE_WEAPON_FA18F_ROCKET</Item>
      <Item />
    </uWeaponHash>
    <!-- ... -->
```

2nd Example, i.e. for a F15e Jet:

          <handlingType>HANDLING_TYPE_FLYING</handlingType>
        </Item>
        <Item type="CVehicleWeaponHandlingData">
          <uWeaponHash>
            <Item>VEHICLE_WEAPON_F15E_GUN</Item>
            <Item>VEHICLE_F15E_4AAM_ROCKET</Item>
            <Item>VEHICLE_F15E_AIM9_ROCKET</Item>
			<Item>VEHICLE_WEAPON_TLS</Item>
            <Item>F15E_SFFS</Item>
          </uWeaponHash>
          <WeaponSeats content="int_array">
            0 
            0 
            0 

To allow the enemy Ai pilot to use its weapons, you must change the 0's to 1's, 
however note that the game player will not be able to use such vehicle weapons themselves any longer, unless they change values back to original 0's (its a R* limitation trade-off). 
Done Like This;


			<Item>VEHICLE_WEAPON_TLS</Item>
            <Item>F15E_SFFS</Item>
          </uWeaponHash>
          <WeaponSeats content="int_array">
            1 
            1 
            1 



3rd Example:

For this dlc jet su30mkk instance, I didn't need to allow for weapon seating, as it came enabled already, so I left it at 0.

<HandlingData>
  <Item type="CHandlingData">
      <handlingName>su30mkk</handlingName>
..........
        </Item>
        <Item type="CVehicleWeaponHandlingData">
          <uWeaponHash>
            <Item>VEHICLE_WEAPON_PLAYER_SAVAGE</Item>
            <Item>VEHICLE_WEAPON_PLANE_ROCKET</Item>
            <Item />
          </uWeaponHash>
          <WeaponSeats content="int_array">
            0 
            0 
            0 




Adding Heli Model's:

Examples For Use


A comma-separated list of the Jet/Heli models to be spawned, & up to 5 model names can be used, likewise try not to add more than 3 simultaneous spawn counts in the Wanted Value Portion (to avoid over working your system). Any Add-on Jet/Heli model names are allowed. Models are selected randomly by Mod script. Custom weapon are also supported, provided you've formatted this setting correctly.


By default, Hunter & Akula should be supported. To enable custom weapons for Heli's, the custom model must support passenger weapons. You'll be able to edit the model to do this. For example, this AH-1Z Viper does NOT support passenger weapons out of the box. You can edit the ah1z's handling file by overwriting "CVehicleWeaponHandlingData" like so below:

<Item type="CVehicleWeaponHandlingData">
  <uWeaponHash>
    <Item>VEHICLE_WEAPON_HUNTER_BARRAGE</Item>
    <Item>VEHICLE_WEAPON_HUNTER_MISSILE</Item>
    <Item />
    <Item>VEHICLE_WEAPON_HUNTER_MG</Item>
    <Item>VEHICLE_WEAPON_HUNTER_CANNON</Item>
  </uWeaponHash>
  <WeaponSeats content="int_array">
    0
    0
    0
    1
    1
  </WeaponSeats>



Features: 

- Four New Army & Airforce Divisions are Now Available For Player Use (Jets, Heli's, Coast Guard, & Paratroopers)

- 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 original script.

- Can support up to 7 simultaneous vehicle models &/or Spawn Counts like Jets/Gunner Planes, Reconnaisance Radar planes & UAV Drones, & of course any custom DLC types of your choice, that's recognized as a Plane.

- Jet pilots can now properly perform Ejection bail-outs, when planes are deemed too damaged or undrivable.

- Jet Ai pilots can now set multiple aims towards targets at once, with new added "Dog Fight Enabler" Mode, be sure to set it as "true" to activate it in the settings .ini file.

- Added SixStar support & compatibility for the "Army At SixStars" mod, which is mostly directed by 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, is still set from >3 to 5 stars only, but now with added support for 'SixStar' Wanted Level To Compliement 'ArmyAtSixStars' Mod.

- For the Heli Section, custom Ped add-ons will be supported. Currently defaulted under US Airforce division, with s_m_y_marines taking charge. Users can change this to any of there liking using PedHash entry values.

- Up to 8 Peds are supported for Helicopter mounting, given the selected choice of Heli vehicle has the 8-seat capacity. Peds are tasked & programmed to shoot on site, with variety of weapons, so don't think they'll just look pretty & clueless when flying high.

- The US Coast Guard Has Now Joined & Merged With The US AirForce Division, & will be managed the same way as "Heli Wanted Intercept" section. The only difference is they will only be dealing with Maritime matters on the waters or ocean of San Andreas. They'll come for you if you're in a boat, sub, or water based vehicle, or just causing trouble while out on the coast or waters. 

- Made decision to remove "Air Traffic" section from the mod, as it was under-developed & not widely used.

- Improved working of 'Army Airbone Paratrooper' Division Section: this supports only/any Cargo-sized 10-12 Seat Transport Planes that can support up to 7 seated peds (due to seating arrangement), with rear cargo trunk door left open so para soldiers will time themselves & deploy for high altitude air-drops towards enemy target, & pilot plane will only leave the scene after all soldiers have disembarked properly.   

- Introducing New SA "Airforce Strategic Spy Reconnaissance" division, allowing for intelligence gathering & surveillance planes (or any dlc custom crafts of users choice) to fly around & near, wanted target, wether on foot, car or by air!



Requirements:
ScriptHookVDotNet3 v3.5 & above 

.NET Runtime 4.8


Installation:
Drop all files into scripts directory


Bugs:
When using Paratrooper section, sometimes adding too many planes (i.e. like 3 or above) can lead to increased air collisions with other planes due to congested airway.
When using Paratrooper function, please make sure not to also use "Army At SixStars" Paratroopers feature, just disable one & use either one instead, as the two mods could collide & cause paratroopers to fall-out planes prematurely due to the compute resources & similar coding execution both mods have. 


Usage:
Jets are scrambled automatically
The number of jets at each wanted level can be changed in .INI
Models of jets scrambled and weapons used can be changed in .INI


Heli's are dispatced automatically
The number of Heli's at each wanted level can be changed in .INI
Models of Heli's dispatched and weapons used can also be changed in .INI
Ped Models of spawn Heli can be changed in .INI using PedHash values (in Signed Int format) 


USCG are dispatced automatically, when in or near the ocean/waters.
The number of Heli's at each wanted level can be changed in .INI
Models of Heli's dispatched and weapons used can also be changed in .INI
Ped Models of spawn Heli can be changed in .INI using PedHash values (in Signed Int format) 


Para Planes are spawned automatically, when certain preconfigured conditions are met & enabled as "true", see the .ini settings file.
The number of Para Planes desired at each wanted level can be changed in the .INI file.
Models of Para Planes dispatched and the many settings that can be used to adjust plane drive can also be changed in .INI.


Spy Reconnaissance Planes are spawned automatically, when the set preconfigured condition are met & enabled as "true", see the .ini settings file.
The number of Spy Planes desired at each wanted level can be changed in the .INI file.
Models of Spy Planes dispatched and the many settings that can be used to adjust plane distance & speed can also be managed in the .ini settings file.



Bugs:
It may often be noted, custom dlc peds assigned as Paratroopers end up fighting with cops, after making landfall in close proximity to them. This is due to some strange bug with the "Cop" native function not always registering for those peds using parachute props.


Change log: 

v1.0 -

Official Release!


v1.1 - 

+ Added Option for mounting a Co-pilot for Ai ped 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 yet still 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 only when "inBoatOnly" option is used, though they will stay remain in pursuit even after you leave your boat, for they have been given anything Water/Maritime related for engaging, 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 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 there mission in pursuit of wanter Player suspect on foot.

+ Provided Jet pilots with a better parachute deployment script, upon there Ejection from 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 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, with 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 possibly 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


v1.8 -

+ Major refractoring Overhaul on codebase, allowing for greater efficiency & performance, thus reducing potential for crashes!

+ 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 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.


 
v1.9 -

+ 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 pursuit chases.       

+ 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 & increasing overall performance.  

+ 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.

+ 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 an 'Airforce One' Presidential Plane!

+ 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 on 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.



This Release is available on Gta5-mods.com only! 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.


Enjoy!
Nj5050 