There are 4 categories of gang wars. Fortunately Rockstar is nice to me so explaining it is easy.
The first category contains all the Alderney spawns The second category contains all the Algonquin spawns The third category contains all the Bohan spawns The fourth category contains all the Broker/Dukes spawns
When the game starts the gang war script, it loads one gang war by default, the second spawn of the second category, which is the one in Middle Park. After this one is completed, the script enters its second state.
In this second state, the script checks every category. If the time of completion of the last gang war of a category has exceeded 2 minutes, it generates a random number (between 0 and 3 for Alderney and Algonquin, between 0 and 2 for Bohan. I'll get to Broker/Dukes later) and uses this number to determine the next spawn. Since all but one category has just been done, it spawns 3 gang wars on the map, randomly chosen from their categories. After 2 minutes have passed since you finished the first gang war, it will randomly generate another Algonquin spawn. These rules will apply for every gang war you complete from now on.
The only exception to the rule is Broker/Dukes. There are two spawns from that category (indicated by the map above). However, the programmer forgot (or maybe it was intentional?) to run the random generation, so the value will always be 0, which is the spawn in Cerveza Heights.
This means that exactly 2 minutes after completing the Cerveza Heights gang war, it will spawn again in the same spot, while every other category will spawn at a random location upon completion of a gang war in its category.
Copypasting Powdinet message from discord.
Regarding gang wars, there is a launcher script and two different gang war scripts.
With about 75% chance, the first script is used, otherwise the second script is used.
The first script are what you can call "random gang wars". This script generates a gang war like this
-
Generate random car node within 700 units
-
if the player is within 350 units, or the generated car node's Z coordinate is < 0 and the timer since the script started is less than 10 seconds, wait a frame and go back to the previous step, otherwise continue
There are a few kinds of random gang war (kill some random bikers driving, destroy a truck, and one more) but that doesn't really matter
From the usual spot used in hundo, whatever is inside green can be a possible spawn, but not what is in red (first image)
The second script are "fixed gang wars", the kind that are always in the same spot. There are 15 possible ones and they are generated like this:
-
Generate a random number from 0 to 15
-
If the player is within 1500 units of the generated location and not within 350 units, and if the generated gang war is not one of the last two fixed gang wars generated, choose this location
-
Otherwise, try again.
It will try to generate a random gang war up to 50 times, at which point it will give up and just choose whatever the last one was. This could potentially be on the opposing side of the map, there are no further checks at this point.
From the usual spot used in hundo, whatever is inside green can be a possible spawn, but not what is in red, unless it tried and failed to generate one with the given conditions within 50 tries (second image)
Brothers, the time has come to introduce something new to the world of TLaD speedrunning. Starting from now, runners are free to submit their runs to 'The New Classic' leaderboard. This category takes its roots from the GTA IV's 'Classic' run but features fundamental differences from its origin. Sim