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amuchalipsis

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Posts posted by amuchalipsis

  1. 15 hours ago, itchboy said:

    Here's a video from a the rejected modding feature that I tried. This is not a feature showcase, but a an epic fail video.

    https://drive.google.com/file/d/1s5DatDMEQgwg4KPkIj5M_bXYii9lrQqz/view

    This rotator light effect is not possible with the current known methods. It is broken because when you move the vehicle away, the rotating light effect will stay in place and not travel with the vehicle.

    I will implement this into all my mods someday, when a better method is found.

    I remember trying exactly the same thing a few years ago. At least you didn't do it to all your vehicles before testing how it works... 😕

  2. In Spain, EMS competences are handled not by the local fire department (in my case the SCIAB), but are inside the healthcare services, which are run by the autonomous communities (in my case, the SESCAM is the one in charge of managing EMS calls). This makes the SCIAB and SESCAM use two different dispatch offices, and thus, firefighters don't respond to a simple EMS call. Apart from that, SESCAM ambulances have more personnel than the usual two in the US, so they don't need additional help, there are enough people on a SESCAM ambulance to handle EMS calls by themselves.

  3. I did also find an error on line 81 of LAGetTHWBag:

    Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 9, false);

    This directs to this:

            if(childID == 9) //GetEMTBAG
            {
                Person p(Caller);
                p.SetAutoHealDistance(1000.f);
                if (!Caller->HasCommand(CMD_REMOVEEQUIPMENT))
                    Caller->AssignCommand(CMD_REMOVEEQUIPMENT);
                if (!Caller->HasCommand(CMD_HEAL))
                    Caller->AssignCommand(CMD_HEAL);
                if (Caller->HasCommand(CMD_HEAL2))
                    Caller->RemoveCommand(CMD_HEAL2);
                if (Caller->HasCommand(CMD_USEAXE))
                    Caller->RemoveCommand(CMD_USEAXE);
                if (Caller->HasCommand(CMD_USECHAINSAW))
                    Caller->RemoveCommand(CMD_USECHAINSAW);
                if (Caller->HasCommand(CMD_ATTACHHOSE))
                {
                    Caller->RemoveCommand(CMD_ATTACHHOSE);
                    Caller->RemoveCommand(CMD_REMOVEHOSE);
                }
                if (Caller->HasCommand(CMD_USEJUMPPAD))
                    Caller->RemoveCommand(CMD_USEJUMPPAD);
                if (Caller->HasCommand(CMD_USESHEARS))
                    Caller->RemoveCommand(CMD_USESHEARS);
                if (Caller->HasCommand(CMD_THROW))
                    Caller->RemoveCommand(CMD_THROW);
                if (Caller->HasCommand(CMD_ARREST) && Caller->HasCommand(CMD_EXTINGUISH))
                    Caller->RemoveCommand(CMD_EXTINGUISH);
                if (Caller->HasCommand(CMD_ARREST) && Caller->HasCommand(CMD_COOL))
                    Caller->RemoveCommand(CMD_COOL);
            }

    Not to the part you intended to be directed:

            if(childID == 10) //GetTHWBAG
            {
                Person p(Caller);
                if (!Caller->HasCommand(CMD_REMOVEEQUIPMENT))
                    Caller->AssignCommand(CMD_REMOVEEQUIPMENT);
                if (!Caller->HasCommand(CMD_USE))
                    Caller->AssignCommand(CMD_USE);
                if (!Caller->HasCommand(CMD_REPAIR))
                    Caller->AssignCommand(CMD_REPAIR);
            }

    To fix that simply change this 9 to a 10:

            Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_EQUIPMENT, Target, 9, false);

  4. 22 hours ago, joker15x said:

    Bug report: This is the most annoying thing in this mod.  Its a waste of time shooting these damn big trucks and I can't figure out how to turn off their spawning in the files.  https://gyazo.com/c12bc583791bcbfb9a507039ab3e26c8  They are always blocking traffic when I'm doing other calls and I don't have time to deal with it.  

    You can use a cop to redirect them, or prevent them from spawning on the editor. Just load the map, press F9, select the proper spawn point and voilà, you'll have to delete those big trucks one by one, though. 

  5. It's their mod, they manage it as they want. Besides, many people in this community, including me, prefer a perfect, stable mod, rather than a good, but unstable mod. Everything I've seen so far seems to be very good, the modders take their time and effort making and polishing everything, and in exchange they only want us to be patient.

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