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Posts posted by Pottyscotty
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will there be a police and ambo command post that can get more units ect
Aye, specifically these three:
https://www.flickr.com/photos/mrlmm/7610811906/
https://www.flickr.com/photos/jamesdawkins/9233351968/
http://aace.org.uk/wp-content/uploads/2013/03/EMAS-Home-6.jpg
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EDIT:- I removed the Sheriff vehicles and it now works. Does this mean there is a limit to how many vehicles can have the M4?
Hi all,
Im getting an error with one of Hoppah's gun scripts. The error occurs whenever I click certain people or I select "Get M4". This has only started happening after I added the BMW X5 prototypes into the Code and it works fine if I remove them, however I can't see anything wrong with them.
Attached is the script, error message, log file and prototype folder (So you know I haven't spelt them wrong).
//******************************************************************************************// #Version 2.4# // // Includes: All M4 Commands // // - PcmdM4Get // - PcmdM4Remove // - PcmdM4Shoot // - PcmdM4Aim // - PcmdM4AimEnd // - PcmdM4MoveTo // - DummyM4// // Script by Hoppah// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_GETM4[] = "PcmdM4Get";const char CMD_REMOVEM4[] = "PcmdM4Remove";const char CMD_SHOOTM4[] = "PcmdM4Shoot";const char CMD_AIMM4[] = "PcmdM4Aim";const char CMD_AIMENDM4[] = "PcmdM4AimEnd";const char CMD_MOVEM4[] = "PcmdM4MoveTo";const char DUMMY_M4[] = "DummyM4";const char CMD_DOORS[] = "OpenCloseDoor";const char OBJ_M4_IDLE[] = "01 LA Equipment/m4_idle.V3O";const char OBJ_M4_AIM[] = "01 LA Equipment/m4_aim.V3O";const char SND_GETM4[] = "mod:Audio/FX/Misc/m4_get.wav";const char SND_FIREM4[] = "mod:Audio/FX/Misc/m4_shoot.wav";const char SND_UNLOCK[] = "mod:Audio/FX/Misc/unlock_weapon.wav";const char PARTICLE_FLASH[] = "mod:Prototypes/Objects/05 LA Particles/muzzleflash04.e4p";const char NAME_FLASH[] = "MuzzleFlash";int DummyGroup = 20;object PcmdM4Get : CommandScript{ PcmdM4Get() { SetIcon("m4"); SetCursor("m4"); SetPriority(190); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetGroupID(CGROUP_GETEQUIPMENT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFLASHGRENADE); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target || !Target->IsValid() || Target->GetType()!=ACTOR_VEHICLE) return false; if(Caller->GetObjectType()==TYPE_PERSON) { Person p(Caller); Vehicle v(Target); if (v.IsDestroyed()) return false; if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; Vehicle v(Target); if ((v.HasCommand("FlyTo") || v.HasCommand("VcmdDeInstallRope")) && !v.IsOnGround()) return false; if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swattruck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff001.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff002.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff003.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff004.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV2.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_IRV_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swatunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/trafficunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/bombsquad.e4p") == 0) { return true; } return false; } } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_NONE); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Target, 1, false); }};object PcmdM4Remove : CommandScript{ PcmdM4Remove() { SetIcon("m4remove"); SetCursor("m4remove"); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFLASHGRENADE); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target || !Target->IsValid() || Target->GetType()!=ACTOR_VEHICLE) return false; if(Caller->GetObjectType()==TYPE_PERSON) { Person p(Caller); Vehicle v(Target); if (v.IsDestroyed()) return false; if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swattruck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff001.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff002.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff003.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff004.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV2.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_IRV_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swatunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/trafficunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/bombsquad.e4p") == 0) { return true; } return false; } } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_NONE); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Target, 2, false); }};object PcmdM4Shoot : CommandScript{ float Range; PcmdM4Shoot() { SetIcon("shoot"); SetCursor("aim"); SetValidTargets(ACTOR_PERSON | ACTOR_VEHICLE); SetRestrictions(RESTRICT_SHOOTABLE | RESTRICT_NOTINJURED); //SetActivationByLeftClick(true); SetDeselectCaller(false); SetKeepAsCurrentCommand(true); SetPossibleCallers(ACTOR_PERSON); Range = 900.f; } bool CheckPossible(GameObject *Caller) { /*if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false;*/ Person p(Caller); if (!p.IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() == Caller->GetID()) return false; Person p(Caller); if(p.GetBoundingRadiusDistXYToObject(Target) > Range) return false; if(Target->GetType()==ACTOR_PERSON) { Person t(Target); if (t.IsValid() && t.GetEnteredHouseID() == p.GetEnteredHouseID()) { if(p.IsAiming()) { Game::ActivateSceneLens(true); } return true; } } if(Target->GetType()==ACTOR_VEHICLE) { Vehicle v(Target); if (!v.IsCivilCar()) SetPriority(-700); if (v.IsValid() && !v.IsDestroyed() && v.IsFlagSet(OF_SHOOTABLE) && p.GetEnteredHouseID() == -1) { if ((v.GetVehicleType() == VT_POLICE_PHC || v.GetVehicleType() == VT_AMBULANCE_RHC || v.GetVehicleType() == VT_THW_FGRT_BH) && !v.IsOnGround()) return false; if(p.IsAiming()) { Game::ActivateSceneLens(true); } return true; } } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if(!p.IsAiming()) { Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_UNLOCK, Pos); p.PlaceObjectInRightHand(OBJ_M4_AIM); p.PushActionPrepareAim(ACTION_NEWLIST); p.AssignCommand(CMD_AIMENDM4); p.AssignCommand(CMD_MOVEM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); } else { Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_FIREM4, Pos); float r[9]; p.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); GameObject f = Game::CreateObject(PARTICLE_FLASH, NAME_FLASH); f.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); f.SetPosition(Pos); f.PushActionWait(ACTION_NEWLIST, 0.5f); f.PushActionDeleteOwner(ACTION_APPEND); if (Target->GetType() == ACTOR_PERSON) { Person t(Target); if (t.IsValid() && !t.IsDead()) { if (p.GetBoundingRadiusDistXYToObject(&t) < 50.f) { t.Kill(INJUREREASON_SHOT); } else if (p.GetBoundingRadiusDistXYToObject(&t) < 100.f) { t.Injure(INJUREREASON_SHOT); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 200.f) { t.Hurt(INJUREREASON_SHOT, 600.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 300.f) { t.Hurt(INJUREREASON_SHOT, 500.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 400.f) { t.Hurt(INJUREREASON_SHOT, 400.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 500.f) { t.Hurt(INJUREREASON_SHOT, 300.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 600.f) { t.Hurt(INJUREREASON_SHOT, 200.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 1000.f) { t.Hurt(INJUREREASON_SHOT, 100.f); } } } if (Target->GetType() == ACTOR_VEHICLE) { Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed()) { if(p.GetBoundingRadiusDistXYToObject(&v) < 300.f) { v.Damage(330.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 500.f) { v.Damage(230.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 700.f) { v.Damage(140.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 1000.f) { v.Damage(100.f); } } } } }};object PcmdM4Aim : CommandScript{ float Range; PcmdM4Aim() { SetIcon("aim"); SetCursor("aim"); SetValidTargets(ACTOR_PERSON); SetPriority(220); SetDoubleClickable(true); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || Caller->IsAiming() || !Target->IsValid() || Caller->GetID() != Target->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_UNLOCK, Pos); p.PlaceObjectInRightHand(OBJ_M4_AIM); p.PushActionPrepareAim(ACTION_NEWLIST); p.AssignCommand(CMD_AIMENDM4); p.AssignCommand(CMD_MOVEM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); }};object PcmdM4AimEnd : CommandScript{ PcmdM4AimEnd() { SetIcon("aimend"); SetCursor("aimed"); SetValidTargets(ACTOR_PERSON); SetDoubleClickable(true); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_PERSON); SetPriority(600); } bool CheckPossible(GameObject *Caller) { /*if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false;*/ return Caller->IsAiming(); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || (Caller->GetID() != Target->GetID()) || !Caller->IsAiming()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionAimEnd(ACTION_NEWLIST); p.RemoveCommand(CMD_AIMENDM4); p.RemoveCommand(CMD_MOVEM4); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_REMOVEM4); p.PushActionSwitchAnim(ACTION_APPEND, "idleequipped2"); }};object PcmdM4MoveTo : CommandScript{ MoveResult mr; PcmdM4MoveTo() { SetIcon("moveto"); SetCursor("moveto"); SetValidTargets(ACTOR_FLOOR | ACTOR_OBJECT | ACTOR_VIRTUAL | ACTOR_HOUSE | ACTOR_OPEN_HOUSE); SetHighlightingEnabled(false); SetDeselectCaller(false); //SetActivationByLeftClick(true); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { mr = Commands::CheckMoveConditions(Caller, Target, childID); if(mr.Mode == MOVE_ABORT) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if(p.IsAiming() || p.IsCurrentAnimation("shootrifle")) { p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionAimEnd(ACTION_NEWLIST); p.PushActionWait(ACTION_APPEND, 1.5f); p.PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Caller, 3, false); p.PushActionMove(ACTION_APPEND, mr.Target); p.RemoveCommand(CMD_AIMENDM4); p.RemoveCommand(CMD_MOVEM4); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_REMOVEM4); } }};object DummyM4 : CommandScript{ DummyM4() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { if(childID == 1) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionSwitchAnim(ACTION_APPEND, "idleequipped2"); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_SHOOTM4); p.AssignCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_GETM4); p.RemoveCommand("PcmdBarricadeGet"); p.RemoveCommand("PcmdTrafficConeGet"); p.RemoveCommand("PcmdFlareGet"); p.RemoveCommand("GetRoadBlock"); p.RemoveCommand("Arrest"); p.RemoveCommand("ReleaseArrested"); p.RemoveCommand("DrawWeapon"); p.RemoveCommand("PutInCar"); p.RemoveCommand("AskPerson"); p.RemoveCommand("Halt"); p.RemoveCommand("GetFlashgrenade"); p.RemoveCommand("Pull"); p.RemoveCommand("StopPull"); p.RemoveCommand("Lift"); p.RemoveCommand("UnloadPerson"); p.RemoveCommand("SendPeople"); //p.RemoveCommand("DriveAwayPerson"); p.RemoveCommand("Redirect"); p.RemoveCommand("Stop"); Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_GETM4, Pos); Vehicle v(Target); v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); } if(childID == 2) { Person p(Caller); p.RemoveObjectInRightHand(); p.PushActionSwitchAnim(ACTION_APPEND, "idle"); p.RemoveCommand(CMD_SHOOTM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); p.AssignCommand(CMD_GETM4); p.AssignCommand("PcmdBarricadeGet"); p.AssignCommand("PcmdTrafficConeGet"); p.AssignCommand("PcmdStabilize"); p.AssignCommand("PcmdFlareGet"); p.AssignCommand("GetRoadBlock"); p.AssignCommand("Arrest"); p.AssignCommand("ReleaseArrested"); p.AssignCommand("DrawWeapon"); p.AssignCommand("PutInCar"); p.AssignCommand("AskPerson"); p.AssignCommand("Halt"); p.AssignCommand("GetFlashgrenade"); p.AssignCommand("Pull"); p.AssignCommand("StopPull"); p.AssignCommand("Lift"); p.AssignCommand("UnloadPerson"); p.AssignCommand("SendPeople"); //p.AssignCommand("DriveAwayPerson"); p.AssignCommand("Redirect"); p.AssignCommand("Stop"); Vehicle v(Target); v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); } if(childID == 3) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); } }};
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Fire station sounds good, if you are planning on having a main duel carridgeway or motorway what about having a police waiting point on the side where 1 or 2 traffic units would park up at when you click send to police station
I was actually thinking about having the waiting points on the side like you said. At the moment im not sure if I can fit a DC or M in but there will be bigger roads around
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just wondering am guessing there will be a fully working fire station but will it be on-call or full time? also will the script be added where you need someone to control the pump?
Yes the pump controller is already in the mod
Also one Station is full time with 1/2 on-call pumps while another is retained only.
Edit:-
While im here I might as well list what appliances are at each station. Note that these won't be the names of the stations
"Big Station"
- Dennis Sabre (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-mXZ9tDg) - Pump
- Scania P270 (https://www.flickr.com/photos/pottyscotty/15860426832/) Pump x2
- Iveco Magirus DLK23-12c (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-7Mb9mfd (Yes we still use this for some reason)) Turntable Ladder
- Scania 94c (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-Zj7Vzkq) - Incident Support Unit (Prime Mover)
- MAN TGA (https://www.flickr.com/photos/pottyscotty/15860428542/) - Incident Response Unit
- Vauxhall Insignia (https://www.flickr.com/photos/pottyscotty/15859074041/) - Response Vehicle x3
- BMW X5 (No pictures) - Officer Vehicle
"Small Station"
- Dennis Sabre (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-mXZ9tDg) Pump
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Sorry for the lack of updates recently. This is not because it has been stopped but because im currently doing 2 bigger vehicles for the mod so it will take a bit of time in combination with my own life as well. Just to wake this up a bit, is there anything specific people would like to see on the map?
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Have you tried running as Admin?
Is it the Steam version?
Have you tried re-installing?
And lastly:
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You have to assign a vehicle type to it in the traits editor (Properties of vehicle > Traits > Unit type (Or something like that)) otherwise lights will not show up
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It can also mean that the Mod makers did not or have not yet made a thumbnail for it. I haven't used these mods so I can't tell you if they have a thumbnail or not.
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Great stuff!
Any clue as to what your doing next? Or will this one be another surprise?
I think im going to be getting the Pump Appliance fixed and finished (I messed the model file up)
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That looks like a promising mod, though I will struggle as usually with UK Based mods XD
Haha thanks Alex - Love the Reloaded FF2014 videos by the way
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Thank you to both of you
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Left: Unmarked ARV
Right: KFRS Officer Vehicle
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Top two pictures are of a BMW X5 Traffic vehicle.
Bottom two are of the two types of BMW X5 ARV's that Kent use.
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Would there be a choice of which dog you get out or not and will the police have sniffer dogs or not because I know that Fire and Rescue have Search and Rescue dogs.
KFARS will have the sniffer/search dogs and the Police will have ones that can chase etc.
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Yes the VW Crafter is for Public order and Police dogs
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It's difficult to find any. TACRFan found the same photo I found of the XC70, and I found a photo showing an older model BMW.
https://www.flickr.com/photos/kertappa/11454301826/in/faves-isleofwightboy-/
If you're not bothered about 100% realism, you could make one up?
Very true, in fact I may just add both of those Response vehicles
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Speaking of air, I assume you plan on including the KSSAA helicopters? I believe they also use some response cars, one of which is a Volvo XC70.
Yeah definitely including that one, I can't seem to dig up any pictures of the Response car though, do you know of any place?
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Fair enough. Something else to note, I think SECAmb use Volvo V50s not V70s.
Did I put V70? I'll go change that one then
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Interesting. Have you actually seen a SECAmb motorbike? As far as I'm aware SECAmb don't use bikes...
Im not sure if they do but I will be adding them anyway, just a extra feature. As someone said, not many mods have any way of fast travel.
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Would this be the same as the officers and medics too or do they get Hi Vis vests from their vehicles?
Yes, they can change into and out of high viz uniforms, same as firefighters.
Kent mod traffic landrover discovery
Kent mod marked discovery ARV
Can I just add to that -
L/R D model by Godra
Base skins by Randomperson139
Skin edits by Pottyscotty
Model edits by Pottyscotty
Lighting by TACRfan
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Will we have the script in the welfordshire mod where fire fighters can change into different clothing?
Yes persons can change clothing using vehicles and at places such as fire stations
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So basically what I suggested might be worth trying... [emoji14]
I'm sure this has been done before, I just can remember where or who did it.
Sent from my SM-G901F using Tapatalk
Yeah pretty much
I just have a poor memory
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It is v.EnableTrafficLight(TLT_GREEN); for true and v.EnableTrafficLight(TLT_NONE); for false, it works perfectly. I can now have separate directional and flood lights.
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I'll give it a shot later then and say if it works
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An example you could look into is the Border Patrol Dodge Charger from my LA Car pack. It has that set up, but only I have the script necessary to make it work.
I'll take a look. What is the class for the Green traffic light? I know that Special lights is "EnableSpecialLights" so my guess is that it is "EnableTrafficlightGreen" or something
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Thanks for the suggestion, I'll have to try that one.
LA Mod Gun Script Error
in Modding Related Support
Posted
Thanks Itch, yeah a friend suggested this to me too. I'll add it in when I have filled it up![:)](https://www.emergency-planet.com/uploads/emoticons/default_smile.png)