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The Loot

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Posts posted by The Loot

  1. Audio/FX/Voices or Man, Woman. Im sorry but I want to know if there is any way to only spawn men or woman in police cars or other cars.

    The LA mod made the female officer an alternative to the male officer in the unit file, meaning you had a random chance of getting either when you added an officer to a vehicle.

     

    It's easy enough with a script to define what ones are spawned, but to change the aforementioned setup, you'd have to make both officers a unique unit, which wouldn't be to difficult if you know how to add new units to the game already.. 

  2. I actually did all of that and it didnt do anything. It already said false on the tiller trailer lights.

    Ah right, that'd be just the Tiller Cabin, but actually you'd have to do it under the "DummyTillerCheck" command which is what creates the trailer. That should do it.

     

    As for the siren, might as well post your siren script file and the exact prototype(s) that's having issues.

  3. Okay. I made my own private mod and it was based off of the LA mod 3.0 When I tried calling out the tiller, it wouldn't appear on map so I configured the script to make it appear on startup. It appeared on start up but problem was that the tiller trailer lights also turn on once it starts and I don't know how to turn them off. I searched on the forum but it was not on there. Can anyone help me? 

     

    Lastly, I changed all my ambulances to the Northview South County Mod since they are like a replica of my cities ambulances (AMR). I only put 5 AMR Ambulances on there. They showed up but when I sent my second ambulance en route to the scene its siren didn't sound. All the other ones siren did sound did but apparently this ambulance hated me. The button turned yellow to show that it was on but still no siren sounded.Please help me. Any suggestions are accepted.

                                                          Thanks, Corsair

    1: "vehicle->EnableBlueLights(false);"

    2: Make sure that prototype is actually defined in the LASiren script under the correct section,

  4. Was I disappointed and a little cranky when I thought I wasn't going to see these vehicles in-game? Sure. Disappointment is no excuse for attacking itchboy, though, and his reasons are his own and good.

     

    Knowing that there's a bigger plan for these than just a vehicle replacement pack for the aging LA mod, however, is pretty good news. Maybe leading off with that announcement might have saved some strife, but if he's intent on playing it close to the vest, that's understandable. I'm quite interested to see what's coming down the road for this project.

  5. So should someone receive a few minor warning for stealing someones hard work and claiming it their own?

    Unless someone directly says they made it, they aren't doing that. Spacing on author credits, especially for just a simple image, ain't the same.

     

    If this had been directed solely at mods that are available for download, it'd be different. As it is, posting nothing more than one image without credits is punishable.

  6. Simply changing the filepath in the constants should be most of what you have to do. For startup staffing, changing the child numbers of the DummyCallCrew command in LAFireStationStart is how you change staffing (these are controlled under the DummyCallCrew in LAFireStation), same with the script in the LABattalionChief file and the Alarm command in LAFireStation. 

     

    The issue you will run into with the change and the call script in LABattalionChief is that it's a different vehicletype. Find the line that includes VT_AMBULANCE_RTW, and change it to VT_FIREFIGHTERS_RW (check the firefighters spelling under the engine call script because I think it might have a typo in the game code), which is what your SUV should be classed as.

  7. They look like that because they used alpha layers and alpha reflections in-game to imitate reflective clothing. It all depends on what program you open the files with, so it seems. I haven't found one yet that seems to work correctly with files like that, so I end up converting to bmp with x2y and then to png. At that point the whole texture shows at once, but I lose the alpha properties.

  8. Well, I use this for playing and stopping a 3D sound for my Automatic Fire Alarm script, playing then stopping the sound.

    int x;x = Audio::PlaySample3D(Sound3D, obj->GetPosition(), true);obj->SetUserData(x);
    int ref = Target->GetUserData();Audio::StopSample(ref);

    The SetUserData might conflict with the functioning of whatever script you're adding it to.

  9. I was wondering if you guys are putting detectives in the mod because I think they aren't useful. I may be wrong but they have the same actions as police

     

    Doesn't have to be true. I've completely removed the normal vehicle menu in my LA mod, and exclusively use varied call scripts for vehicles on and off map. One aspect is that most personnel can only call certain vehicles, and only those that already exist on the map. Supervisors, whether it be a Battalion Chief, EMS Captain, Police Detective or Sergeant, or Federal Agent, are the only ones who can call in additional vehicles if needed.

     

    Other than that, many scripts can be worked up in order to give even more unique functions to those type of people and to add more depth to gameplay.

  10. There were some definite problems there from your copy paste, so it's no wonder it was causing a hard crash.

     

    I went and just changed it to an "else" statement for the last few sections with sirens 5 and 6. The old code is still there but commented out if you wish to do it the other way, but this way saves you from having to define all those police vehicles, and makes it so you don't have to add any new vehicles to the script in the future (as long as you want them to use those sirens).

    LASIREN.txt

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