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TTBL225

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Posts posted by TTBL225

  1. 12 hours ago, The Loot said:

    One last thing I can think of trying is going back to the original Tiller file and try having this in the Tiller section in the StationStart script: 

    if (m.HasCommand("DummyTillerCheck"))
    {
    	m.PushActionExecuteCommand(ACTION_NEWLIST, "DummyTillerCheck", &m, 0, false);
    	m.PushActionExecuteCommand(ACTION_APPEND, "DummyTiller", &m, 3, false);
    }

    That second command is used to position the trailer when parking in the station, hopefully it would position it properly on spawn. If that doesn't fix the issues, I'm not really sure and sorry I couldn't be more help.

    I thought about that. I will try it. Thanks for your help

  2. 7 hours ago, The Loot said:

    It looks like the cab isn't being told to set rotation into position like the other vehicles in the start script, does it place properly itself? Maybe that causes the improper trailer position on spawn.

    Try adding m.SetRotation(gate3); after m.SetPosition(Tiller); and see if that fixes it with the original Tiller commands.

    *In the start script under the tiller section, I know there is no rotation line setup like the others. It originally had it and it did not make a difference.

     

  3. 16 hours ago, The Loot said:

    Looking at your script file again, looks like you also changed line 371, from

    float dx = 250.f, dy = 0.f, dz = 0.f;

    to

    float dx = 0.f, dy = 0.f, dz = 0.f;

    Maybe that's causing the issue?

    Could you upload your LAFireStationStart.script file?

    I'm actually not sure exactly how the original LA Mod deals with spawning the Tiller in the station at start. Looks like there's the script that checks for vehicles at the map fire vehicle spawn to either add or delete the trailer, but nothing else seems implemented, as far as I can see. The Tiller isn't even set to spawn by default, just the Tower, and while the instructions say to change the prototype referenced there, there's nothing that would spawn the trailer.

    I did try it with a completely clean tiller script from 2.1, same issue. So those lines being changed weren't the issue.

     

    *In the start script under the tiller section, I know there is no rotation line setup like the others. It originally had it and it did not make a difference.

     

    LAFireStationStart.script

  4. 10 hours ago, The Loot said:

    Nothing else Tiller related changed?

     

    If the Cab spawns correct in the station, the trailer should spawn behind it correctly without any changes.

    Exact model and proto from OG LA. Scripts are from a completely clean version of LA 2.1. I have put the tiller in several mods and have never had this issue. Very perplexed.

     

    If I call a tiller in from off the map, it works as it should.

  5. 3 hours ago, mcflame1 said:

    @TTBL225 Why don't you give it to someone to finish the mod? I do know that motivation is the killer of mods because of how much work goes into a single mod. 

    Because I am not giving someone else my work so they can take credit for it...Nor will the work probably be done to my standard. I don't want my name on something that isn't the quality I try for. Hence why Thin Blue hasn't seen an update. I have reworked that mod probably 9 times and no one has seen any of the work. Its just how I am.

    • Like 1
    • Upvote 5
  6. On 1/8/2023 at 10:09 PM, mcflame1 said:

    I have kept this to myself for the past couple of years. But I believe it is time to share my thoughts on the whole EM4 Modding Community. The community is in a bad place due to both people who create mods for the game and the people that play those mods. And the reason for that is for 2 reasons. Mod creators either keeping their mods private for no real reason besides they can. And for mod creators who release mods but then forbid people from using stuff from that mod (looking at you Itchboy). And they both affect the community the same way. They keep people from creating and releasing mods that they are proud of. Not everyone that can work on a mod have the skills that other people do. Plus mod creators need to start somewhere and usually that is with a reskin of a current mod. Forbidding people from using your stuff in a mod and releasing it. And throwing a hissy fit when someone does is hurting the community. Because again. It limits how good a mod is because they aren't as good as others. The only reason a mod should be kept private is if it is either a work-in-progress (WIP) or it is unstable. But other than that. Mods should be made public when they are finished or close to finish and need bug testing that more than a couple people can do. The modding community can't really grow as much as it can if we keep making mods private or forbidding people from using things from one mod and putting it in another. Have I wanted mods like River Falls? Yes. Will we get them? No. Why? Because the mod creators are selfish and want to keep the mods private. I wonder how many mods have died because the mod developers couldn't use stuff from another mod? All that should be required for a mod to be released is everything that you did not create gets credit to the people who did create it.

    That is enough on the mod creators being selfish and restricting the modding community.
    Do I understand that the player base for Emergency 4 can be annoying? Yes. And I can somewhat understand why. People begging for mods can be easily solved by releasing your mod to the public once it is done. But what happens if it is still a WIP? Then you just say that the mod is still a work-in-progress and will be released when it is done. As for people asking for release dates. What we have done on here is enough to keep it to a minimum. Will there still be people asking for release dates? Yes. Why? 9/10 times. It will be because they did not read the TOS for the site. Are there other annoyances with the community? Yes. Can I think of it off the top of my head. Not right now.

    Can the community be helped and Emergency 4 can have an amazing modding community? Hell Yeah. But it has to come down to people like Itchboy who needs to let people use their stuff in other mods or using their mod as a base. And people to stop needlessly keeping mods private. Those 2 things hurt the community the most. And restrict the creativity of mods as I know people want to make mods as realistic as possible.

    Ah yes, the subpar modder that wants everything handed to him. I grew up and out of this stage. Maybe you will too someday.

    Everyone else on here is right. What someone creates is theirs, and theirs only. They have 100% control over what they choose and choose not to do with it. While it would be great to have access to use some of Itchboy's great stuff, I respect and understand his decision to do what he did. The modding community here is definitely extremely toxic and this is just another example of it.

    While I have moved passed serious mod making, mainly due to real life obligations(Lets be honest, fighting real fires for a living is way cooler anyways), I have come to the realization that if I want something, I have to learn and do it myself. Sadly, due to reasons stated above, that is likely out of the cards for me. Plus, I'm not gonna waste my time learning skills for a outdated game with less than stellar capabilities.

    TL;DR - Make it yourself and stop bitching

    • Upvote 5
    • Downvote 1
  7. 12 hours ago, itchboy said:

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    The mod is still alive, I would prefer people didn't ask so often because if anything came up, I'd tell you guys.

    Functioning ladders is a pretty dam good accomplishment. Great job Itch. Looking forward to seeing what else you have in store for us.

    • Like 3
  8. 19 hours ago, ARTMAN74 said:

    Alot of us will be more than grateful for all of your hard work and have fun playing your mod. If  I was as skilled as you I wouldn't hesitate to share my mods with others. I would want people to appreciate  my work and put in a good word about me. I know others here besides myself will do that for you. All about respect.

    it's not up to me. I don't want to release without the owners permission.

  9. Do they have all the proper components such as connector 0,1,2, and 3 under superstructs? 

     

    Edit: Also, the logfile doesn't show anything worth much. 

    I assume this is a CTD as the vehicle is spawning?

     

    2nd Edit: Also, I believe a error in the Unit.XML can cause crashes. Double check that and make sure its all good.

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