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Everything posted by The Loot
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It fits perfectly with the style of other icons, so it's easy to see why. Speaking of icons, looking at my screenshot reminds me that I have to edit a few of my call command icons, namely changing the repeat USAR to a crane, removing the numbers from the engine and ladder, and adding those arrows.
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Well, since I grabbed it from the US Army mod, I hope so. (Not included here, of course).
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[Released]Call Coroner Script and Call Tow Truck Script
The Loot replied to Quincy's topic in Los Angeles Mod
Here you go. -
Since there's a limit of around a dozen or so commands under the "equipment" menu, you can't give your people a bunch of different vehicle call commands. Now you can! Follow the readme at the top of this script, and you'll be able to assign almost twice the amount of commands (sold separately, of course). README Radio.zip
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[Released]Call Coroner Script and Call Tow Truck Script
The Loot replied to Quincy's topic in Los Angeles Mod
The way around that that I use is a radio command script to do a prototype replacement that has only the call scripts and one that returns the person to normal. -
Side effect of how Hoppah has the hidden mechanics set up. The supply connect action hides and clones the person you use to make the connection. It could be remedied with a few lines to get the new person prototype and change the hidden one before it gets shown again.
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I don't believe the supervisors have a use past role-playing in this mod. If you knew how to script, getting the call scripts to work for standby and stationed units wouldn't be too hard, though.
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There's also a "portraits.xml" in the Specs folder that should be changed, too.
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Sounds like an error in the xml file. Double-check that you didn't leave out any brackets or quotes, and that the persons' unit name is correct.
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Change Clothes Script making personnel disappear
The Loot replied to BGM17's topic in Modding Related Support
Post the script and we can take a look. -
Add this to the DummyCallCrew script in LAFireStation else if (ChildID == 8) Person p = Game::CreatePerson("mod:Prototypes/Persons/01 LA Ambulance/ems_paramedic_captain.e4p", "Unnamed");
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Replacing a vehicle in one of the fire stations
The Loot replied to Hoppah's topic in Alteration Help
I missed that same Ladder/Tiller issue later on in the LAToFS script. Here's the fixed, hopefully final, script. LAToFireStation.rar -
ExecuteCommand vs EnableSpecialLights
The Loot replied to Xplorer4x4's topic in Modding Related Support
Yep. If an action isn't set up as a PushAction, and you want it to go in a sequence, create a dummy command with the action you want and then place it in a PushAction. I ended up using that a lot with Headlights and Special Lights. -
Replacing a vehicle in one of the fire stations
The Loot replied to Hoppah's topic in Alteration Help
You had duplicated constants for the Ladder prototype in your scripts. I made sure to replace all HAZMAT references with Ladder and removed any duplicates. You also had Ladder and the Tiller in the same spot in LAToFireStation, before the replaced HAZMAT lines, so it would still try to send the ladder to FS1 instead, so I fixed that. Hopefully the issue will be sorted out. LA2.1 Script.rar -
ExecuteCommand vs EnableSpecialLights
The Loot replied to Xplorer4x4's topic in Modding Related Support
Caller = What the command is being activated on. Caller is the the thing executing the command (Person/Vehicle/Object), and can also be Target if there is a separate object being affected. 0 = ChildID (0 is default and is used even when there aren't different Child sections) False = Probably refers to repetition, but I'm not sure. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
The Loot replied to Xplorer4x4's topic in Submods [Not released]
If there is a place on the map that'll work, vehicle bays would be great. I assume that actual station doesn't park outside. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
The Loot replied to Xplorer4x4's topic in Submods [Not released]
It'd be nice if that was included, sure. -
[BETA July 21][WIP]Los Angeles Mod v2.0 4x4 W00ds Map v1
The Loot replied to Xplorer4x4's topic in Submods [Not released]
W00Ds maps, eh? I'll check this out for a change of pace from the LA mod map, even if it means coming back from all my changes. Sounds like you came up with a lot of ideas I ended up having with my personal submod based on YSBs. I got all my police vehicles spawning at start, complete with the same staffing functions as fire vehicles (except for turning on or off auto-staffing which I might add), and three patrolling vehicles. Beats having to manually send everything out for sure, and gave me the delays in call command dispatching that I wanted. -
From the looks of it, it's getting a distance value, comparing that to a location (the position of a vehicle), and then adding that position and the distance together for another location value used for the vehicle to move to. I've changed it so that different vehicle spots will pull out of the station further or closer, which fixes the 3rd ambulance from getting stuck in FS1, and keeping the vehicles from moving too far out in the road before their push move.
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It's also possible that the vehicle you chose just doesn't agree with the event. I think that fixed a few issues I had with some, but it could be the things Chris mentioned, too.
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Yes.
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Let's see, have you... Changed the texture filename in the new model fileChanged the prototype to point to the new model file