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Posts posted by The Loot
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Pardon the bump, but I wanted to see if there was any comments/feedback with my release of Hoppah's Water Supply.
Any mod makers use it to get it working in their mods?
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Is there any way to get a redirect command to find the next nearest path, no matter the direction? If a redirect command could make a car switch lanes or even move to a cross street at an intersection, it could work with how things are set up in these mods.
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Ah, that makes sense, though really weird when you get used to other code, and then a curveball gets thrown.
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The second value is the strength of fire extinguishers.
That has been bugging me since I messed around with those values; never knew why there were two values there. I wonder why the extinguishers aren't defined separately.
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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!!!
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4000? I know CAD would be different than USD, but I got hardware for a completely capable system for around $1300 (everything but a HDD).
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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.
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Sad to see another example of totalitarian control over a work, but oh well.
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Three files total: Portraits and Infotexts under the Lang folder, and Portraits under the Specs folder. The last one is probably where you still need to add/change things.
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Yeah, pressing OK to finalize the changes on a prototype is a must.
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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.
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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.
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I noticed you did a couple of Long Beach engines; that's great! Could you do a Long Beach HAZMAT truck? I could use both of those.
Great job on the new LA County pack!
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Looks and sounds great!
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Thanks, I'll give that a try.
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Lots of these moments.
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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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When did English become the official national language of Germany?
May 7, 1945
I am 100 percent joshing here.
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And here I was impressed already... Wonderful!
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You could release it without CFDs files and people could just manually add them. Or see if CFD will give permission.
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It doesn't appear to have yellows on the back.
Ah, I stand corrected. I though yellows were supposed to be standard on LA vehicles. Maybe that's just law enforcement, or a requirement they phased out.
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Probably needs yellows on the back, but nice job otherwise.
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Damn, I though that editor screen was good...
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How to unlock mod files.
Change file extension to .v3o.
Load mod in editor.
Under Mod menu, choose "Unpack File".
Open a locked file.
Repeat as needed.
Restore original file extension.
Lightbars missing in game
in Modding Related Support
Posted
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.