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The Loot

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The Loot last won the day on June 3 2021

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  1. Nothing else Tiller related changed? If the Cab spawns correct in the station, the trailer should spawn behind it correctly without any changes.
  2. "soundID" isn't properly set up because you're missing a declaration of what it is. You need the following somewhere before the first use of it: int soundID; Just stick it at the top of the script with the constants.
  3. There's a script that runs after loading that spawns and sets values for vehicles, find "setspeed" in it and adjust for each vehicle. Traffic vehicle speed is set in the paths they follow, and you'd have to change those in the map editor.
  4. I started to, but realized I don't have the time at the moment. I'll try again soon, but I'll have to reacquaint myself since it's been years since I really messed with the game as a whole.
  5. Well, there's the method used in the old NYC mod: a script that constantly scans an area containing the map spawn points for units, and then runs commands like those I mentioned when it detects a unit there. Could take a look at that.
  6. There's a limit to how many commands can be put under the Equipment submenu; exceed it and that happens. I don't remember exactly offhand, but 10 is probably the limit as seen there
  7. Last emergency-forum post and video from the team was over a year ago it seems.
  8. Yes, actually. A line in each vehicle spawn script can do it. Find the last "PushActionShowHide" command before the Lights/Sirens/Move commands, and insert a "PushActionWait" in front of it, like so: n.PushActionTurnTo(ACTION_APPEND,Rotate); n.PushActionWait(ACTION_APPEND,5.0f); n.PushActionShowHide(ACTION_APPEND,false); The numerical value is time in seconds you want to delay the vehicle appearing and carrying out further actions.
  9. When I saw Alex's video, I was really surprised at a sudden public release of this. Dusted off the ol' game to give her a try. Great quality! Traffic can be an issue, with vehicles getting stuck at intersections for unknown reasons (but probably the usual traffic light glitches). Treatment system is nice, but needing to RTFM outside the game makes it difficult. Script error. Context: After manually sending ranger to a scene, dispatched two more, and error occurred on second attempt. !Buy park ranger car ?(_LACallPatrolCar833e8): Error: Symbol n is not defined in current scope ?(_LACallPatrolCar833e8): FILE:mod:/scripts/game/command/LACallPatrolCar.script833e8 LINE:495 ?(_LACallPatrolCar833e8): Error: Failed to evaluate n.SetSpeed(12.0f) ?(_LACallPatrolCar833e8): Possible candidates are... ?(_LACallPatrolCar833e8): filename line:size busy function type and name ?(_LACallPatrolCar833e8): ?(_LACallPatrolCar833e8): !!!Dictionary position rewound... ?(_LACallPatrolCar833e8): !!!Error recovered!!!
  10. You may just have to replace it with the original mod map, or figure out which Virtual Objects (I assume this is what you refer to) you deleting and recreate them with the same names and locations.
  11. I think the mod currently uses the same vehicle dispatching methods as the original LA mod: police officers can call patrol cars and air unit, and fire captains can call some fire and medical units, and then everything else uses the base game menus.
  12. The first post has the LAPatrol scripts with the change implemented.
  13. Quick idea is to check that the map object is named correctly, and that it has no flags/properties that would allow it to be interacted with in any way (I had a flag set that would allow a crane to pick up an object I used when I first added Limited Water to my personal mod). Can also try these lines GameObjectList spawnerList("SCSpawner"); if (spawnerList.GetNumObjects()>0) { GameObject Obj=spawnerList.GetObject(0); Game::ExecuteCommand("SpawnVehicles",&Obj); System::Log("Freeplay: Vehicle Spawns Started"); } else System::Error("Freeplay: Vehicle Spawner Not Found");
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