-
Posts
1,188 -
Joined
-
Last visited
-
Days Won
76
Content Type
Profiles
Forums
Calendar
Tutorials
Downloads
Gallery
Posts posted by TACRfan
-
-
1 hour ago, Mark_ said:
Would it be possible to create a crashed plane callout using the objects from the airport mission?
Its already been made
-
2 hours ago, COYS IRONS said:
wow cant wait for the newer version so excited , can we have more ambulance units on the map please.
is an ACRP ( ambulance community response post ) going to be implemented ? as these are standby points put in areas of call demand so the public get the best response time , this is Maidstone south ACRP inside is an area for crews to rest between calls have been inside before as was invited in by a FALCK crew . I'm a Maidstone emergency vehicle photographer
Ill be honest i had not thought about it however i might add one because i think there are too many ambulances at the main ambulance station so i might make one with two rrvs like the pic
-
4 hours ago, leewaites12345 said:
Crashes as soon as i open the editor goes bk to desktop
Hmm, I'm not too sure what to say, my only suggestion is to either try the repair tool in the installation for the game or re install it
-
4 minutes ago, itchboy said:
Only other theory I have left is that the prototypes defined in the MP5/M4 code arent the ones for the person unit prototypes.
So the prototypes in the script are different to the actual prototypes?
-
45 minutes ago, itchboy said:
The 'Light' at the bottom means nothing. Its just a marker which IIRC is disabled on persons.
Are the weapon models in Kent mod different from the one in LA?
Originally no, they were still the MP5 but because of this bug I changed the model to a G36 that I found on the German forums in hope that it would fix it but it didn't
-
On 12/11/2016 at 9:57 PM, leewaites12345 said:
Every time i load the editor it crashes as soon as i move the mouse any ideas how to stop it crashing
Is it as soon as you load up the editor or is it when you try to load a mod, also does it crash to desk top or does something else happen?
- 1
-
On 13/11/2016 at 1:14 PM, Liam Williams said:
Hi,
Me and friends have been working on an edited version of London Mod v1.3. We have managed to get the map and vehicles working in multiplayer. We just have one issue.
It will keep me in the game and crash my friends EM4's when loading into multiplayer.
All other mods work fine.
Please help us.
Liam
Are you both using the exact same file as each other or did one of you make slight changes after you got it, also do you load the mod up as soon as Em4 loads up or do you load up another mod first, use the LA mod start menu icon to launch the game or go into free play and then try multiplayer?
-
8 hours ago, itchboy said:
Alpha reflections have been disabled on person units right?
Yep all the reflection and shadow settings are the same apart from 1 which is the one that says "Light" it's greyed out for me and won't let me press it.
-
3 minutes ago, itchboy said:
It might be a script issue.
Its odd to me why even when changing the model out, nothing shows up.
I did think that, that's why I went into the LA mod and copied the script over and replaced the old one with it to make sure but still nothing.
-
14 hours ago, itchboy said:
Going into the texture and making it 100% opaque.
I have tried that and i changed the model to something else but its still invisible
-
If it was a large fire i would personally take more of a defensive approach to firefighting. I would look for the largest fire (possibly building) or if there was a Hazard like Gas tank etc and i would have a more aggressive approach to firefighting (Truck water cannons, Ladder trucks etc) and then i would get firefighters with hoses to extinguish the more minor fires and cool object around the fire and set up a kind of cordon of cooling. As the firefighters that are extinguishing the smaller objects around the main fire i would move them in closer and closer until they are tackling the main fire. As i move them in i would also move in the guys cooling objects until they are cooling the objects around the main fire and then i would wait for it to be extinguished.
Its hard to say how i would tackle a fire because every fire can be different, Size, Hazard etc but that is the main principle i would go for.
-
5 hours ago, itchboy said:
Did you also take note of the alpha reflections of the guns and the persons? If the person unit doesnt have alphas, the weapon should not as well. If the person unit does, the weapon needs to have its texture modified so it can support alphas.
Sorry for the double post, it wont let me Re-quote you in the edit. How do you remove Alpha reflections from models (not in the editor i mean turn them from needing alpha reflections to objects that are not shiny)
-
3 hours ago, itchboy said:
Did you also take note of the alpha reflections of the guns and the persons? If the person unit doesnt have alphas, the weapon should not as well. If the person unit does, the weapon needs to have its texture modified so it can support alphas.
Oh i did not realise both had to be with or with out, i will try it and see what happens
-
Hi, I have been trying to fix a bug in the Kent mod that makes the MP5 and M4 invisible but I have tried almost everything I can think of to get it working and it still doesn't.
I have re added the script from the LA mod to see if it was the script that was damaged but it wasn't, I turned on alpha reflections but again nothing.
The strange thing is it is only Kent mod personnel that are affected, if I call in LA personnel there weapons are not invisible
-
-
25 minutes ago, patvmru said:
Any further details on what your working on currently with regards to the next version units? Specs? Map? Scripts? Uv mapping? Skinning?
Sent from my iPhone using Tapatalk
I have added a script that appears to be mostly working however there is one part that is not, a few new vehicles from all 3 main emergency services have been added and we are currently working on making some new skins for buildings to give the map a more British feel, we also are adding a few new areas to the map and re-doing a lot of the old ones.
This update WILL be released before Christmas so if anyone has any suggestions please feel free to put them here and depending on time scale we may implement them.
- 1
-
22 hours ago, boyscoutews said:
Is there any way you can help me find and implement that script into my mods? I have dug through those mods that have it and cant find it.
If you go on the German emergency forums you should find it there
-
14 hours ago, GrApHiiCz said:
Will you be able to return units back to the stations in 1.2?
Unfortunately we could not get that script working however precise parking script is working so that will enable you to position your units in the station
- 1
-
19 hours ago, nathman1998 said:
So 0.6 is the only latest version then? As i know that the download link is there but has 1.0 been released yet or anything more up to date?
The latest version is 0.6, i AM currently working on V1.2
18 hours ago, Pottyscotty said:I believe so, I get a message asking for it to be updated on the first page when a new version comes out. The latest version is what TACRfan is working on now.
You are correct
-
21 hours ago, Griffo567 said:
A T-Pac Script!!!! For stolen vehicles!
That would not be possible i dont think
-
22 hours ago, Griffo567 said:
So to sum up what new things will we be looking at in the update
Love the Mod btw
I don't want to give too much away but new units, new scripts, updated map (removing some areas/adding some new ones), bug fixes etc.
If anyone has any suggestions feel free to say
-
Drugs Raid in the Kent Mod V1.2
- 1
-
7 hours ago, itchboy said:
In theory if you made a custom dummy command, it shouldnt affect LWS at all. I dont know how it could be causing such an issue.
Did not make a dummy command, I had put an extra semicolon into the script and that was causing the problems
-
2 hours ago, itchboy said:
I dont know of any unfortunately. You will have to be the first to do this kind of thing.
I did something an it gives me the command however the tanker truck does not loose water nor does it connect up to other fire engines
Kent (UK) Mod (Dev Release)
in Early Access/Alpha Stage Modifications
Posted
Sorry, i dont really understand what you put
Kent Mod V1.2 air crash: