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The Loot

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Everything posted by The Loot

  1. Update for my revision. Added a few images to readme, tweaked some instructions, added CRITICAL vehicle model edit instructions.
  2. Could be Alpha Reflections. Untick the box in the prototype properties window, click OK, and re-select the vehicle. Otherwise, it could be a missing or mis-defined texture in the model file.
  3. In "fp_params_endless.xml", find any event that you want to disable and make sure its "Enabled value" is 0. Easy as that.
  4. Looking nice! Rotating radiation would look awesome, but that might be something to put on the "extra" list.
  5. I say yes to the old Vic. Some MX7000 Vics for LAPD and LASD would be nice, too.
  6. Looking tasty as usual. I do have some need for County engines so it'd be great (since the LA County sub-mod has fallen quiet for some time). Is there really much difference between LAFD and LACoFD uniforms besides lettering and logos? Different shade of yellow or style of helmet? I'd mess around but I don't have any way to edit images without messing up the alpha layers.
  7. I'm not sure what's in Montana v1 when it comes to this situation. They could have made changes that would conflict, but the steps in my guide should work for any LA-mod based mod. If Montana v1 included the Water mod, you'd probably save a few steps, but you'd have to figure out if you could just replace or remove the old scripts without issue.
  8. I messed around with the Copenhagen mod for a bit, and didn't even realize there was something like that in there. Doesn't look too bad, but yeah, looks like it would be many map changes. I don't want to clutter this thread, but is there any more info on the script floating around?
  9. Looks like one unit up behind the cab as seen here. Mike has some photos here, but there's no real good angle on the top
  10. Good point. Here's an Air Tender with one extended, cover from weather. The protrusion on the side of the Hazmat truck is where it's supposed to be, though I don't think the USAR model has anything like it. The ATF Command Post has the animation for it's Deploy command as an example.
  11. Nice, though I expected you to go for the LA mod Hazmat truck that some USAR squads are.
  12. No problem. The unamarked Taurus should be included. cv_umpc3 and 4 should be the unmarked Impala and Taurus.
  13. SInce we're on the topic, do Federal vehicles have to conform to that standard?
  14. Every new additional vehicle has to have new Unit folders and files created, has to be added to various XML files if you want correct text and pictures, and has to be defined in certain scripts (LASiren for example). Check posts 218 and 220 on page 11 of this thread for more info.
  15. I can't even imagine how that would be possible. The only thing I can think of would be that one of the officers was trying to shoot through the car at the criminal, and the criminal back, and it eventually got destroyed.
  16. So we're going to have four engines to work with? You're just never satisfied keeping that bar in one place!
  17. The civil pack contains a Magnum, I believe. It lacks doors because of that, though.
  18. And here I just threw together an LAX Taurus! That looks quite snazzy, and probably more accurate than mine.
  19. "specs/freeplaybase.xml" contains all the prototypes available for freeplay, so you'll have to add a line there. You should also duplicate the original prototypes line in "specs/portraits.xml" so you don't get missing portraits and text.
  20. The possibility of having to search for the suspicious package if the 911 call wasn't specific enough. The possibility of people accidentally setting it off if you don't evacuate and set up a perimeter. The possibility it will go off when interacting with it and/or after a set amount of time. The possibility that it's a dirty bomb and causes contamination. The possibility that it's just a harmless thing someone left around.
  21. Getting a North American-styled mod similar to many of the more complex German mods would be an awesome option to take if it can go that way.
  22. It might be a simple character limit also. I simplified things by creating and assigning dummy commands to specify which vehicles have certain equipment. Add the command below at the bottom of the M4 script file... object DummyHasM4 : CommandScript{ DummyHasM4() { SetGroupID(20); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) {}};...change the sections with the prototype compares to this... if (v.IsValid() && !v.IsDestroyed() && v.HasCommand("DummyHasM4")) return true; ...and save it. Then just load up your mod in the editor and add the DummyHasM4 command to any vehicle you want. In the future, if you want to add or remove vehicles from the list, all you have to do is add or remove the command in the editor and not even bother with editing the script file.
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