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Posts posted by The Loot
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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.
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Another possibility is that the unit.xml file contains an error big enough to cause a crash. Start with a copy of the unit file of a working vehicle and modify it with what you have for the new vehicle and replace that one, then see if that works.
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Cannon superstructures are only for vehicles that are Firefighters TLF or LPF type. Hose connections are only allowed on Firefighters GTF vehicles. You can't have both on one vehicle without using scripts.
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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.
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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.
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Vehicletype must also be FirefightersTLF or LPF, otherwise the game will crash.
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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).
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Yep, Caprice with a Valor is what LAWA gets.
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Added a few images to readme, tweaked some instructions, added CRITICAL vehicle model edit instructions.
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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.
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In "fp_params_endless.xml", find any event that you want to disable and make sure its "Enabled value" is 0. Easy as that.
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Looking nice! Rotating radiation would look awesome, but that might be something to put on the "extra" list.
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I say yes to the old Vic. Some MX7000 Vics for LAPD and LASD would be nice, too.
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That higher res makes such a difference.
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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.
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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.
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If you've played the Copanhagen mod 1.1, you'd see. Its the most awesomesauce thing to come out of EMP and few are aware of it.
Its basically bma's brand new set of callouts that replace the original freeplay events. The possiblities are endless, but is a pain to script and requires massive map edits. RCMP has implemented his script and taken it one step further by combining it with mission script capabilities.
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?
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How did Hoppah even make the original models anyway with such little info?
Probably close collaboration with Mike.
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Where do the aircon and vents go?
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
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Wanted to go for some variety between the Hazmat and USAR trucks.
Good point.
Retractable awing? Whats this?
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.
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Nice, though I expected you to go for the LA mod Hazmat truck that some USAR squads are.
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Thanks for that, I added them to the script and they now work
Any way to get the umpc taurus? Can't find it as well as some other vehicles' files in protypes?
No problem.
The unamarked Taurus should be included. cv_umpc3 and 4 should be the unmarked Impala and Taurus.
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SInce we're on the topic, do Federal vehicles have to conform to that standard?
Adding Childs
in Modding Related Support
Posted
Create a new child object with the same model as the super.