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The Loot

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Posts posted by The Loot

  1. I cloned the driveby shooting rifle in vehicle parts super and replaced them.

     

    Probably just answered your question there. Supers serve specific purposes in the game (ladder parts, crane parts, engine hose connections, water cannons); problems can arise doing anything else with them.

     

    Lightbars should probably go under children, not supers.

  2. Very nice work, but as a first release, a bit rough in spots.

    Bug list (that I noticed with a quick check or two)

    Civil cars can get stuck at fire spawn because of fire vehicles there; might need to remove that spawn and path. Fire vehicles can also get stuck if spawning in quick succession.

    All Battalions and Division - Spawn at NYPD station (police vehicle type, should be changed to Firefighters RW unless is as desired)

    E214, 217, 227, 235, 271, Hazmat1, Field Comm, Rescue2, Tower 111 - some headlights remain on when engine off

    Rescue2 - Rear "directional lights" on when engine on

    HAZ1, Rescue2 - No speed commands

    E271, HAZMAT 1 - Some flashing lights on when lights deactivated

    E222 - Red/Green pump lights remain on when engine off

    E227 and 235 ToStation Script Error

    ?(_LAToFireStationb82d9): Error: Symbol FirstPoint is not defined in current scope?(_LAToFireStationb82d9):  FILE:mod:/scripts/game/command/LAToFireStation.scriptb82d9 LINE:453?(_LAToFireStationb82d9): !!!Dictionary position rewound...?(_LAToFireStationb82d9): !!!Error recovered!!!

  3. its my work so I may do as I please. Also, we did mention we will make one final release for you guys in a couple of months. I don't really appreciate being called a totalitarian either.

     

    It was a bit harsh, but here's where I was coming from: I followed the rules, others (who I have no control over) broke them, I get punished. That does not make one happy.

     

    Now, I missed the announcement of a future public release, so I apologize for being that harsh. I do understand that it's your decisions, but the above still represents my opinion on situations like this.

  4. There are several steps.

    1. In the editor, create new prototypes in the TEC folder for your units. From there, choose models for them and edit their traits.

    2. In the desktop, create new folders in ":Mod:>Units" for each new unit, and from there edit the unit.xml file and big.dds/etc. files

    3. Go into :Mod:>Specs and edit freeplaybase.xml to add the new units in

    4. Go into :Mod:>Lang>en> and edit infotexts and portraits to include the new units

     

    Hope this helps

     

    There's a portraits file in the specs folder to deal with, too.

  5. okay. but I have a question.

    Can Long beach FD perform duty in LA City? or Can LA FD perform duty in Long beach City?

     

    I'd be kind of surprised if the departments didn't do some sort of mutual aid in at least the port area.

     

    San Pedro and the Port of LA is where I reconfigured my LA mod to be around, with about a dozen or so stations somewhat represented, including one or two LB stations in the port area. But if they don't really run mutual aid for the LAFD, I can scrap those plans.

  6. Compare? If you mean compatibility, each pack so far isn't really compatible with any others for just a drag-n-drop. There's a bunch of steps if you want to add all the new vehicles and people to without overriding what you already have; search around the sight for tutorials. I'm assuming eventually mdjse will make an all-in-one package for those who want everything with minimal hassle.

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