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Everything posted by MikeyPI
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ExecuteCommand vs EnableSpecialLights
MikeyPI replied to Xplorer4x4's topic in Modding Related Support
*modeler not scripter, trying to learn it though I know more theory than implementation =/ -
ExecuteCommand vs EnableSpecialLights
MikeyPI replied to Xplorer4x4's topic in Modding Related Support
In reality either script can be used with a wait for example, the second one is really only desirable if you are doing further things aside from just lighting it up. v.PushActionWait(ACTION_APPEND, 10.f);v.EnableSpecialLights(true);The only time you'll see a GPU load time issue that makes it worthy of cleaning is for example in a mission script situation, where you simply have the thing looking through so many lines of code to find the reference it needs that it may cause delay.. But in the case of 1kb vs 1kb (or less not really enough of a difference to make such efforts even close to necessary. So if you make a missionscript perhaps cleaning is required since they can be 5-10k lines to just function, but in a normal command script unless it is doing something very complicated it will not require such effort. -
ExecuteCommand vs EnableSpecialLights
MikeyPI replied to Xplorer4x4's topic in Modding Related Support
Time to execute isnt really effected by either of these script commands, either way it has to pull up the cmd script just the same so imo the difference within these two script codes is so miniscule that it doesnt matter for game function.. For ease of alterations/understanding the first one is prefered by me. Just easier and faster for me. -
The scripting is the problem, because this format does not use the original gameplay latency issues cause all kinds of bugs and glitches within the full time running script.
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We've discussed this previously and we can't really come up with a fair way to make the game adversal in nature, the game was designed as a co-op game for mp uses, to try to change that would require a great deal both from development standpoint, and the computers involved in attempting to play the mod... The game isnt command and conquer or similar titles, it just wasnt meant to have the same type of gameplay. We've tried to come up with a co-op MP system with sadly the same pitfalls of synch issues and glitches and bugs being the largest hurdle that we arent sure if it is possible to clear.
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Folder Dir: Game install path\Mods\La Mod folder\Scripts\Game\Command\ filename: attatchfirehose.script edit that script if you wish to use the LA mod version of the script. You will have to get the removefirehose.script as well
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Yeah i'm going to call this one dead in the water, dyson pm if you want it unlocked.
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I would suggest either taking the LA script, or using the LA mod as a base and inserting your models in place of the original LA ones.
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Perhaps they are content to keep their mod in their own style that they've chosen? I'm sorry but when someone takes the time to create something and share it with everyone they should be entitled to go their own route with it, if someone has a different vision perhaps either attempt to customize a mod or make one from the ground up. Not an easy task but it lets you have your mod your own way.
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Not 100% sure and too lazy to check but i think there is a required dummy that tells them which siren to use hidden in the vehicle protos...
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When it is coming from a different mod than the one which this topic is supposed to be for.. I can see where it'd make people go wait what? but that's me.. I'd have elaborated on why I was postin off topic into a different topic than my own regarding something. All of you need to realize we=police here, so report things don't self police for us... It's our job and makes us feel needed... Secondly, the others need to know how to not post more bs on top of the initial self policers... Again more work for us, and we try to be very lazy round these parts and only intervene when absolutely required.... More work makes us angry just like real cops... We'd rather be allowed to mod instead of having to stop by here to clean up several posts.
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Really a corrupt mod from my experience is kind of dead in the water, a full blown installed mod that gets fouled is easy enough to fix once you find the offending file but if it is the mod package you really can only remake the mod package from the installed files or re-download the mod package.
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Topic cleaned, don't start another flamewar because we have better things to do with our time, return to the topic at hand.
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To all get warned if not outright banned keep up the childishness, hijacking threads and posting "fake" while reporting the topic is just downright stupid. As for Emergency6788, you have multiple accounts open on this site which is a violation of the TOS here, I will be banning warhunterwolf as it is newer, use only one account to post here. This is why I love clans... 7 reports for childish nonsense.
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In some states it breaks down that the State Police are rural law enforcement (areas which may not be covered by other agencies), but mostly they are for hwy traffic enforcement and accident related issues. County Police (and larger incorporated cities also fall into this category) are used for law enforcement purposes dealing with traffic, criminal, disputes, etc. Sheriff are used for court related issues, summons, evictions, warrants, jail duties, things of that nature The problem is that unlike most countries the USA is very diverse in the way it proceeds with functions, in some places EMS is under the umbrella of fire, in other places they subcontract it out to AMR and companies like that... You can't really cover the whole of the USA with one specific setup, usually though larger cities have their own PD which generally covers the incorporated territory of the cities, followed by a county around said city that is enforced usually by a county police, as you get further towards rural areas it becomes a bit more confusing as in some municipalities its sheriff in others it police, although in general all share the same "powers" with regards to their positions. The difference is mostly just in the label slapped onto them, some places have transportation/transit police that are for traffic enforcement on toll roads, others do not but in the end the police duties remain the same. The exception to that generally is the "auxiliary" police, they generally are not as equipped on powers under their command, generally used to augment the primary police force in times of emergency such as wildfires, snow storms, anything that may cause a state of emergency or require massive response, sometimes they are brought out merely for there being a concert of some other venue which requires additional manpower but only on a temp basis.
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From my knowledge you can't. The way animations on vehicles/objs work in this game is from a positional type of deal, it figures out from the original model thru the frames how to function the animations, so if you change the scale after the vehicle is built you will have a fouled up animation.
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Yes, it is 911 FR and EM4/deluxe compatible
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Clean win8 not an upgrade.
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franklin gothic medium best i can find, flip the Y and slant the tail of the y and it would work pretty good.
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I'd have replaced the "usar" prototype with my ambulance I wanted in there... That would be the easiest route to go about it.
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911 FR installed on 8.1 without any issues so I'm not sure why the deluxe would have issues with it =/
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Fine for you, not everyone is blessed with a higher performing computer... Especially when it comes to online-play which is why we try to keep them lighter.. Mine average around 2500-3000 total (including all goodies to make it police or fire or whatever). Rare vehicles ones that arent used alot or in quantity you can make higher but the larger poly vehicles add up as there are more of them.. A solo 10k model isnt that bad but if it is called 10x that's 100,000 polys plus lights. Your model could be streamlined (merge the polys) and still look pretty awesome without having all the polys especially on the roof for example.
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Overkill on the poly count =/ em4 no likey the heavy polygons