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The Loot

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Everything posted by The Loot

  1. I don't believe you have the right to tell someone to take images down. Not distribute the models or textures? Sure. Not use them privately? Probably, but impossible to enforce. Not to simply post pictures of them? Highly doubtful. And I think people might want to think for a second. Is telling someone to "pick up their shit" referring to their stuff as garbage? No, it's slang, as it is most likely here. However... jakebrdlyref, even if EMC seemed to come on a bit harsh (might not be native English speaker), a bit of tact and humility would have been, and still is, a good choice.
  2. These are not babies. They are virtual models of vehicles you don't own the rights to anyways. No one is innocent of overreacting here, except maybe goog.
  3. Only thing I see is that both trucks will turn into the same one when deployed, and then only turn back into one truck when undeployed. A simple "if-else" check at both points will keep them as separate vehicles, so it's not a biggie. Deployment if (StrCompare(v.GetPrototypeFileName(), PROTO_TOWER_LADDER) == 0) Vehicle m = Game::CreateVehicle(PROTO_TOWER_LADDERDEP, "unnamed");else if (StrCompare(v.GetPrototypeFileName(), PROTO_TOWER_LADDER2) == 0) Vehicle m = Game::CreateVehicle(PROTO_TOWER_LADDER2DEP, "unnamed");Undeployment if (StrCompare(v.GetPrototypeFileName(), PROTO_TOWER_LADDERDEP) == 0) Vehicle m = Game::CreateVehicle(PROTO_TOWER_LADDER, "unnamed");else if (StrCompare(v.GetPrototypeFileName(), PROTO_TOWER_LADDER2DEP) == 0) Vehicle m = Game::CreateVehicle(PROTO_TOWER_LADDER2, "unnamed");
  4. Well, bummer. Probably will require a little more finesse that my brute-force methods can provide.
  5. The positioning code works fine with the Rescue Crane, so I'm not sure how it would mess up here. Completely untested and winging it, but here's a script. Prototype constants changed a bit, so double-check wild guesses.
  6. The LACrane script for the Heavy Rescue Crane does not have issues with rotation, so taking a look at it should help. Vector Pos = v.GetPosition();float r[9];float childr[9];v.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]);Vehicle m = Game::CreateVehicle(OBJ_CRANE_REVERSED, NAME_CRANE_REVERSED);m.SetUserData(v.GetID());m.SetPlayerMP(v.GetPlayerMP());m.SetPosition(Pos);Math::EulerToMatrix(180.0f, 0.f, 0.f, childr);Math::MultiplyMatrices(childr, r);m.SetRotation(childr[0], childr[1], childr[2], childr[3], childr[4], childr[5], childr[6], childr[7], childr[8]);m.UpdatePlacement();
  7. Last I heard, Hoppah wasn't planning on adding shared supplies to anything other than tanker/engine, as it just gets complicated after that.
  8. if (Audio == 0) { int random = Math::rand()%5; if (random == 0) Audio::PlaySample(Sound1); else if (random == 1) Audio::PlaySample(Sound2); else if (random == 2) Audio::PlaySample(Sound3); else if (random == 3) Audio::PlaySample(Sound4); else Audio::PlaySample(Sound5); } if (Audio3D == 0) { int x; int random = Math::rand()%5; if (random == 0) x = Audio::PlaySample3D(Sound3D1, box->GetPosition(), true); else if (random == 1) x = Audio::PlaySample3D(Sound3D2, box->GetPosition(), true); else if (random == 2) x = Audio::PlaySample3D(Sound3D3, box->GetPosition(), true); else if (random == 3) x = Audio::PlaySample3D(Sound3D4, box->GetPosition(), true); else x = Audio::PlaySample3D(Sound3D5, box->GetPosition(), true); box->SetUserData(x); }
  9. The last version includes the need to have someone running the pump on the vehicle. Without that, any attached hoses won't work.
  10. Find the Unit.xml file for the vehicle you want to use, and make sure "missions value" line under Freeplay has 22 as the value. You can also check FreeplayBase.xml to make sure the prototype file is defined there.
  11. For anyone who plays and wasn't aware, the first official release is now out. Find it at LCPDFR.com!
  12. If they aren't in a car, change them to "ccard_#" instead. That fixed the issue with some I made.
  13. Any of the Vanilla-based vehicles would be great, but for simplicities (and maybe legalities) sake they don't have to be GTA models; the closest real-world equivalents with logo/text change of make/model and LC-specific liveries would make it GTA enough. But if you feel adventurous, perusing LCPDFR.com (Vanilla Vehicle thread) or gtapolicemods.com (Luxart models) have plenty to offer, though you'd have to go through the process of getting permission from the various modelers. I'm pretty sure he just means for traffic/scenery buses and taxis, not playable units.
  14. Looks great! Would it be possible to slightly edit the textures to reflect the fictional makes and models from the GTA universe, maybe as an optional choice?
  15. E12-13, and 14 are basically unmoddable, if I remember correctly.
  16. As for the Limited Water mod, I wouldn't say it's simple to add, but far from impossible. The scripts are pretty much drag, drop, replace (though a few things in othe LA scripts regarding firehose commands have to be tweaked). Then it's just a matter of editing your engines to the new standards (vehicle type must be GTF, and various child objects are needed) and creating new dummy vehicles to be used for the new deck gun method. If you want to do customization after that, it may become slightly more complicated. I've got it fully implemented in my personal LA mod, thanks to Hoppah squashing a few remaining bugs, though he hasn't released those fixes for the demo mod. My scripts are set up to be easily customized, and my vehicles fully set up; if I get Hoppah's permission, I could put them up somewhere for others to work from.
  17. What kinds of issues with Call scripts are folks having? I've got a good handle on those after all the tweaks I've done to a private LA submod.
  18. Are you talking about spawning the via the CallCrew command? I beliieve a line like "p.SetEquipment(EMERGENCY_BAG)" is what's needed. I'd copy from my scripts but I'm at work. If you have a backup of any LA mod, check the original DummyCallCrew in the FireStation script.
  19. I can confirm that I cannot have a person with a hose enter open houses, even after removing the lines that should have been preventing it. I've attached the script below. EnterHouse.rar Also, I'm wondering if your water supply mod might be affecting it, Hoppah, though I'm not sure how it would. Another quick question about this. Is it possible to have multiple SearchHouse children on a prototype, allowing people to use the closest one?
  20. I've got a quick tutorial on Car Accident, Demonstration, Bomb and Gas Explosion, Contamination, and Car Theft, but I'm looking for information on all the other available events. Info I'd Like: Required Virtual Objects, Paths, Objects (people, vehicles, or other objects) or any other Map Points, and required traits of those (names, various values).
  21. I found mdjse's blog post, but there isn't a download available anywhere I can find.
  22. The Loot

    Tall Pines Mod [WIP]

    Well, let's see. "Station" implies something is, well, stationed there, and "House" implies a residence, so both are accurate in various ways. "Hall" just means a large indoor space, which a garage qualifies as. So, pretty much all three terms can be used.
  23. "Rescue - Everyday Heroes (US Version)" just came out yesterday ($17 on Steam right now). Has anyone played around with it or the previously released versions?
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