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Dyson

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Posts posted by Dyson

  1. For a couple months now Ive been sitting on this. I hope to be able to begin making my FP map so I can begin crafting custom buildings with roof venting functionality.

    Ive not encoutered such a bug yet in my tests, but my guess is that it could be an Em4 hardcoded thing which limits how far up they can move.

    I did not bother making it compatible with the 'cool' and extinguish' functionality of the ladder. Its not possible to have the person move dynamically with the ladder at every given second, so Im for now using the default system until I can finish creating an 'invisible' firefighter which will operate the cannon, but fool the player into thinking that nobody is up there.

    Yeah we're using a very similar setup although this will be purely for getting to ththe roof to vent. No extinguishing required. But yeah I moved the open house so the window was approx where a roof would be and the math didn't like it. Would be interesting to know if your math still works

  2. Hi,

     

    I was wondering if anyone in the community has been able to use parts of a ladder as vector positions?

    I have tried using the super child objects as a child pos, but the game does not like that. I have tried using childs assigned to eg the basket proto then assigned to the ladder proto as a super child but this also does not work. 

    Any ideas would be appreciated!

     

    Thanks

    Dyson

  3. Ok so the cars on redirect are reading the lights rear signal the back of the traffic light that is why they are stuck in the intersections?  Ok D i was just messing a around for a privet game let me know if need a little help w V2 good luck  

    No there's no redirect path. In order for a path to redirect there must be a forward moving path and an opposite one both linked together. In v1 both paths are the same so it attempts to return the exact way it came straight into other cars following the same path

  4. Hum I having a problem with Dyson Brooklyn mod.  I have managed to redirect the traffic on most streets but the problem is when they go back to swap point  they struck at the traffic lights in the middle causing grid lock. i try to make a video any help would be great thanks.  Also what is the script for the traffic lights?

    Brooklyn v1 is not setup to redirect simply by enabling the command. You would need to re path every vehicle path with the reverse path too. Which is what is included in v2 when it is released. Thanks

  5. He could use the contents to make a new mod, but to just mash 2 of our mods together into 1, we wouldn't approve that sorry. Other projects have used our maps units etc etc but made it their own which is why we approved it. Hope this explains it well enough.

  6. I mod and play on Mac, why's boot camp not possible? And a virtual machine is more effort than boot camp but if you set it up properly it's basically the same and would work, you'd need to allocate memory though and you'd need at least 8gb ram for stable game and about 16gb for more intense mods (basically double) as your system and virtual machine will share the memory required.

  7. MoveToPoint it is lol. Em4 programmers be.....dumb because the script takes a GAMEOBJECT as a target and not a vector for example. If it took a vector, then it would be SO much easier.

    Yeah this did bug me. I'd never noticed before because I usually do all my movements to VO location but it's kinda limiting not moving to vectors. Anyway I'm still trying to get the movetipoint to work directly but so far no luck gonna try again with a slightly different approach see how it goes

  8. MoveToPosition takes in a GameObject as its target for motion. My theory is that it would simply require the creation of a secondary object where the firefighter climbs up. I do hope that you've handled the going down part and the script is fool-proof, that way the player can't break the script.

     

    Ok so I'm trying again now, but there's no move to position in the SDK, do you mean move to point?

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