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The Loot

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Everything posted by The Loot

  1. I think it would have to be done with a script. The only thing I can think of is using a method like the NYC random patrol car feature.
  2. Add this line to the vehicle sections of the script. v.EnableBlueLights(false);
  3. Do you mean spawning from a script, or spawning from the game menus?
  4. Yeah, I just glanced at most of the textures to see if they were any different than what I had already, so I missed some small detail differences.
  5. Sometimes that happens with certain prototypes, it seems. Try switching it out for another vehicle, and if that fails, double check names and properties of all the objects.
  6. Sorry for the double, but I also noticed the lights on the CHP Charger are a bit misplaced, front and rear of the lightbar. Hopefully I don't have slightly different models or textures than you. Edit: Nope, that's exactly what it is. I didn't notice you changed some textures that much. I'll have to go back and double check everything.
  7. I'd add all your ambulance models to the set, including the Ford pack, if I could. I can tweak skins and lights, but I'm not very good at whipping new ones up, so I'd have to let someone with better skills to handle a base version. I threw the suggestion out there in the "New LA Vehicles" thread, but I don't expect anyone to do so unless they feel like it. Edit: 6/18 Collection of CVPIs. More will be made, at least to complete sets of lightbars (Red/blue LED, silver LED, Arjent, MX, Slicktop) Up-to-Date Police Vehicles Here
  8. Completely separate vehicles. Check out my thread for info on what I'm in the process of doing. Added a number to the front of the box, since for some reason I forgot.
  9. Well, hopefully it's the same for ff23. Also, thanks to you, my fleet's looking a bit better now!
  10. I think they mean this: It shows up fine as the actual prototype, but in the Children screen I see the issue.
  11. Someone out there willing to whip up LAFD and maybe a few private company versions of itchboy's 350 and 450? Also, is the Dodge set up with full doors like the new Fords or is it like the original ALS model?
  12. Weird,. It's commented out with double slashes, so maybe your program won't display it? I'll add it to the first post.
  13. If you're using LABombRobot, find something like this... StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_bomb_squad.e4p") == 0...and add new entries for any other vehicles you want. Example (StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/suv_bomb_squad.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/truck_bomb_squad.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03 LA Police/atf_nru.e4p") == 0)Make sure to find and edit all similar lines in the script.
  14. I always take everyone in, for "questioning about their involvement and/or witness statements". This also cuts down on the numbers next time someone gets riled up there.
  15. I started to wonder if you had switched over to a different model and I hadn't copied it or edited the proto to use it. Which, to be honest, would be nice, since that front floodlight conflicts a bit too much with the side door for my tastes. However, we've got some new choices for ambo models thanks to itchboy. Edit: Weird. Looking at it again, at least for the rear blinker and tail/brake lights, even the original LA mod lights are misplaced.
  16. Awesome. I've noticed it on the vanilla EM4 vehicles, mostly one of the trucks that gets temporarily stuck turning right after passing the hospital road. I might try the same fix on it, though it's never gotten permanently stuck.
  17. Ah, that's not too bad of a fix. I'll give it a try on that one van and see.
  18. Only one I've noticed so far is the intersection just below the police station. A tan van gets stuck there just about every time, plus a gray pickup though that one seems to go after a bit.
  19. Yeah, having that issue, too. I'm assuming it's because the vehicles are slightly larger, and are getting caught on the opposing traffic stop VO. That tan van seems to be the usual culprit, too. A fix might entail moving or shrinking the other VO so it doesn't catch the cars, but still works correctly for the other side.
  20. mdjse1, any new releases lately? You've had a ton of progress, and I'd love to use them myself.
  21. I installed itchboy's Civil Car pack, and now I'm having issues with some of his vans getting stuck while making right turns. This causes the light to stay green, which creates a mess of traffic all over the map real quick. Is there a way to check what's getting them stuck? Is it the stop VO for the other direction?
  22. Awesome work, itchboy! Love the look of the new vehicles (though I'll have to tweak map placements on some as you suggested), and can't wait for some new emergency vehicles. Do you think you could add some new rail cars and engines to your to-do list?
  23. Updated again. Before, the only way to deactivate the radio mode was to right click on the ground. Now clicking the radio icon can also deactivate it.
  24. You can also make and assign dummy commands and just use v.HasCommand("DummyHere"). It avoids the oversized argument issue, and all it takes is simply adding a specific dummy to the proto in the editor and you never have to touch that script again when you add new vehicles.
  25. Wonderful job! These get all lit up and released I'll have to sneak them into my LA mod.
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