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  1. RD_Saarland the original author of the Mack model has asked me to post on his behalf. The model was not made by Mayberry they just used it and reskinned it. He can be contacted here - https://www.facebook.com/steven.schenk.1?ref=br_rs
  2. Hey Dyson I had a question in regards to the the crime scene tape.  I having a problem trying to remove the tape after it is set.  I think it has something to do with the pick up script.  It dose not recognizing the tape only the barricade.  Do you have a fix for this yet and also the follow script dose not work well.  After activating it the PD cars go slow and throw the other vehicles thanks later. 

  3. Hmm we have a gradient calculated to climb. We couldn't get a simple move to pos to work at all. That would be far simpler if it works though Edit: so we tried using the move command like you said but the person won't move at all now. Any ideas?
  4. 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
  5. Am I right in thinking you achieved this too? I have it working now but I run into problems calculating the gradient if the ladder is too steep did you manage to avoid this?
  6. Yep we have the script logic just needed to be able to get the base and basket positions thanks for the info
  7. Well I just need to be able to find the base position of the ladder. I can find the top with a dummy person but just can't find the base. But yeah I thought this was the case. I'm guessing the base must just need to be a static child then?
  8. 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
  9. 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
  10. Flipswitch games is born out of me and raf's mod team. It has just now become more focused on the new game and not mods
  11. 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
  12. 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.
  13. Hey Dyson whats new Lately man i cant seem to msg you on FB bro 

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