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The Loot

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Everything posted by The Loot

  1. It will also probably mess up things in LAFireStation and LAToFireStation. I've never fooled around with the gates so I'm not sure what to do other than restore the way it was before.
  2. Because they might not be allowed to? Never worked for me. In this case, these are NEW files, as far as I remember.
  3. Beauts, especially the new Charger. K9 is now a white Explorer, eh?
  4. The "entercar" script will also need to be edited.
  5. I'd suggest going back to the original way, and then adding the ChangePrototype line in the appropriate places. Other than the invisible firehose, I've never run in to any issues.
  6. No, it works out. PM places wye. PM hidden, new PM created. EMT removes wye. Hidden PM changed to EMT and un-hidden, EMT deleted. 4 Initial Paramedics and EMTs (4/4).1 Paramedic Created (5/4), but hidden.1 hidden Paramedic changed to EMT (4/5), but 1 EMT deleted immediately (4/4).
  7. n->ChangePrototype(p.GetPrototypeFileName());That's the line you need to add, usually just before a line like: n->ClearFlag(OF_HIDDEN);Scripts that will need it: Wye and Hose Exension scripts, and Attach Firehose.
  8. Actually, it just takes one line to fix the switch;. the only issue is that the firehose turns invisible for some reason. I can post later when I get to my main system after work.
  9. But jinxing it on a Friday the 13th is a double jinx, and will then turn into good luck... or something.
  10. So that's how they work. Since the LA mod always had a loaded prototype, I expected it to just swap those out, but when I was setting restrictions regarding the loaded proto, they never worked, and that explains it.
  11. Looks like your vehicle checks were a little off with an errant parenthesis. I went ahead and fixed both lines of those, and I also added constants with the prototype filepaths and pointed them to those, which will make it easier to change the prototype files if you need to in the future. Hopefully that will do it for the issue.
  12. I think I threw up a little in my mouth.
  13. Can you post that script real quick? It should be a very simple fix but I'd have to take a look to see exactly how it is.
  14. Easy enough but time intensive. Just clone an existing lightbar, change the file name, change the model to a new one, and rename the proto. Repeat as needed.
  15. I was trying to mess around with tow trucks and never seemed to get my changes working. It appears that the LA mod didn't touch the script in question, "loadup", since it only exists in the base game's scripts. Go ahead and copy it over onto the LA command script folder, then take a look at the "CheckTarget" section. The lines under "if (Target->GetType() == ACTOR_VEHICLE)" control if a targeted vehicle can be chosen. I'm not entirely sure, but it could be the "if (!v.IsParking()) return false;" that stops you from picking up active traffic vehicles.
  16. The White Suburbans? I'd probably guess SWAT, but it could serve as any sort of UC vehicle. Or do you mean the Command truck seen there? The "Mobile Sub-stations" seem to be used as mini police stations in problem areas, or at major incidents.
  17. Wouldn't setting very high resistances to all forms of injury work? Like: p.SetResistance(INJUREREASON_CONTAM_ATOM, 100000.0f);p.SetResistance(INJUREREASON_CONTAM_CHEM, 100000.0f);p.SetResistance(INJUREREASON_CONTAM_BIO, 100000.0f);p.SetResistance(INJUREREASON_DROWN, 100000.0f);p.SetResistance(INJUREREASON_ENERGY, 100000.0f);p.SetResistance(INJUREREASON_FIRE, 100000.0f);p.SetResistance(INJUREREASON_SHOT, 100000.0f);p.SetResistance(INJUREREASON_UNKNOWN, 100000.0f);I had issues with the original LA mod wyes, and some of the initial versions of Hoppah's Wyes and Extensions from the Water Supply mod (though he worked out a fix relating to the LA firefighters being set as medical personnel), but I don't think I've ever had an issue with the hidden person being injured.
  18. There are several missions that take place at an airport in the game and the LA mod. While freeplay may not have an airport, those units aren't completely out of place.
  19. The icons are greyed out because the call menu is disabled. You have to use the call scripts assigned to people in order to call units.
  20. Fantastic! Was only a matter of time till something peeked out to give us a look, and it's a good look.
  21. As I said, it's worded confusingly if that's the case. Still, "you can't use these at all in any situation" is not what I expect itchboy to mean, so I was just looking for clarification.
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