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Everything posted by The Loot
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Easiest thing would be to put a "PushActionWait" before the "PushActionShowHide" for the second and third vehicles. If you delay that for a couple seconds each, the other vehicles should clear the spawn point before the next appears.
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Alright, hopefully my CVPIs are all done now. I decided to completely remove unit numbers from police units as I'm not too worried about accurate portrayals of them. (Outdated pics removed)
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Alright, it's a start, but I am impressed with them now that I see them firsthand. Now I'll have to recreate some new number variants, probably do a full set of lighting variants for each department and car (as much as I can manage), and make some unmarked Chargers so I can replace the old ones. Some of the old cars will have to stay since they aren't departments included here.
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Man, that just shows how undersized the fire truck is, even compared to the old FedEx Hmm, haven't taken a close look really. I'll take a gander at what will need to be done. You wouldn't happen to want to share the set up LA versions of your police vehicles, would ya?
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911 First Responders or Emergency 4 are the only ones you want. The year numbered ones don't support any form of modding, as far as I know.
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There's a limit of one robot out at a time. And as far as I know, they shouldn't be any other script to deal with. Just make sure that every line in the robot script that deals with a vehicle includes your new one. Maybe a step-by-step explanation of what hapens in-game, and maybe your logfile in case there are any errors popping up.
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News: Emergency 5 Editor Event (With pictures!)
The Loot replied to Stan's topic in News & Announcement
If mod support is an important priority, I can't see them doing anything but making it easy to get models into the game. -
Your people and vehicles are all defined as the same thing multiple times. You can't have multiple objects defined as "n" or "p1".
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Looks pretty good there!
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Point, but other than the two new ambulance models, all other emergency vehicles are older model stock LA mod. If I were more proficient at, or had the time and patience to learn, making skins and lighting setups for all new models, I wouldn't really hesitate to change over if I felt they fit in.
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I've heard the scale on some of those vehicles is way off compared to the default LA models.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Yep, 840, 848, and 849 in back are the only BLS ambulances that fell within the area I decided to represent (San Pedro, Port of LA, and a few stations north of there). Itchboy also gave me a treat with a Dodge Ram, so I switched three of the ALS RAs to it. -
That might be it, actually. I'm using your new ambulances and I hadn't tested since then. Edit: Yep, that was it. Thanks!
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Nice to hear. Any other members here attending?
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I did an overhaul of the Ambulance call scripts in my LA mod, and now, for some reason, it refuses to find the ambulances at the stations. The prototypes and VOs are all defined correctly, but for some reason it doesn't work any more. All my other vehicles dispatch fine from the stations. The issue occurs in all 4 attached scripts. I've added some logfile alerts. ?Call ALS RA: Vehicle Not Found!!Call ALS RA: Vehicle Found Outside of Stations!?Call BLS RA: Vehicle Not Found!!Call BLS RA: Vehicle Found Outside of Stations!According to these, when it looks for the vehicles, if they are colliding with their station VOs, they aren't chosen, but if they have the other dummy commands (standby, returning to station, etc), they get chosen. I'm not sure what's causing that. ambissue.zip
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To unpack any EM4 model of texture files that are packed, do the following. Make sure the file has the v3o. Windows will warn if you're changing a dds to v3o, just ignore and continue, Load up the EM4 editor, and load the mod. Under the mod menu, you'll see an "Unpack File" option. Choose that, browse to and select the file you want to unpack, and hit OK. Exit the editor after you are done unpacking files. If you changed filetypes, change them back to their original type. Use a dds plugin for an image editor, or a converter to change them to something like png. Remember to edit relevant model files (which may also need to be unlocked) to point to the new texture type.
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As long as the traffic accident event is enabled, they should show up. The only thing is that the game will randomly choose between accidents when that event comes up, I believe.
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That sounds like missing corona textures. Did you make sure to copy the included coronas over into the games (not a mods) corona folder (Data\Textures\Coronas)?
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[RELEASED] Brooklyn "Borough of Fire" (BOF) Modification
The Loot replied to rafaelmfernandez's topic in Mods
The team's done an incredible job on that map! -
How to stop vehicle spawning with its lights on?
The Loot replied to sambo613's topic in Modding Related Support
Add this line to the vehicle sections of the script. v.EnableBlueLights(false);