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Everything posted by The Loot
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"specs/freeplaybase.xml" contains all the prototypes available for freeplay, so you'll have to add a line there. You should also duplicate the original prototypes line in "specs/portraits.xml" so you don't get missing portraits and text.
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- Cloning Vehicles
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The possibility of having to search for the suspicious package if the 911 call wasn't specific enough. The possibility of people accidentally setting it off if you don't evacuate and set up a perimeter. The possibility it will go off when interacting with it and/or after a set amount of time. The possibility that it's a dirty bomb and causes contamination. The possibility that it's just a harmless thing someone left around.
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It might be a simple character limit also. I simplified things by creating and assigning dummy commands to specify which vehicles have certain equipment. Add the command below at the bottom of the M4 script file... object DummyHasM4 : CommandScript{ DummyHasM4() { SetGroupID(20); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) {}};...change the sections with the prototype compares to this... if (v.IsValid() && !v.IsDestroyed() && v.HasCommand("DummyHasM4")) return true; ...and save it. Then just load up your mod in the editor and add the DummyHasM4 command to any vehicle you want. In the future, if you want to add or remove vehicles from the list, all you have to do is add or remove the command in the editor and not even bother with editing the script file.
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It will also probably mess up things in LAFireStation and LAToFireStation. I've never fooled around with the gates so I'm not sure what to do other than restore the way it was before.
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Because they might not be allowed to? Never worked for me. In this case, these are NEW files, as far as I remember.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Beauts, especially the new Charger. K9 is now a white Explorer, eh? -
The "entercar" script will also need to be edited.
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Directional & Scene lights together?
The Loot replied to Pottyscotty's topic in Modding Related Support
So just: v.EnableTrafficLight(TLT_GREEN);? -
I'd suggest going back to the original way, and then adding the ChangePrototype line in the appropriate places. Other than the invisible firehose, I've never run in to any issues.
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No, it works out. PM places wye. PM hidden, new PM created. EMT removes wye. Hidden PM changed to EMT and un-hidden, EMT deleted. 4 Initial Paramedics and EMTs (4/4).1 Paramedic Created (5/4), but hidden.1 hidden Paramedic changed to EMT (4/5), but 1 EMT deleted immediately (4/4).
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n->ChangePrototype(p.GetPrototypeFileName());That's the line you need to add, usually just before a line like: n->ClearFlag(OF_HIDDEN);Scripts that will need it: Wye and Hose Exension scripts, and Attach Firehose.
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Actually, it just takes one line to fix the switch;. the only issue is that the firehose turns invisible for some reason. I can post later when I get to my main system after work.
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But jinxing it on a Friday the 13th is a double jinx, and will then turn into good luck... or something.
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So that's how they work. Since the LA mod always had a loaded prototype, I expected it to just swap those out, but when I was setting restrictions regarding the loaded proto, they never worked, and that explains it.
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Looks like your vehicle checks were a little off with an errant parenthesis. I went ahead and fixed both lines of those, and I also added constants with the prototype filepaths and pointed them to those, which will make it easier to change the prototype files if you need to in the future. Hopefully that will do it for the issue.
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I think I threw up a little in my mouth.
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Can you post that script real quick? It should be a very simple fix but I'd have to take a look to see exactly how it is.
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Easy enough but time intensive. Just clone an existing lightbar, change the file name, change the model to a new one, and rename the proto. Repeat as needed.
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I was trying to mess around with tow trucks and never seemed to get my changes working. It appears that the LA mod didn't touch the script in question, "loadup", since it only exists in the base game's scripts. Go ahead and copy it over onto the LA command script folder, then take a look at the "CheckTarget" section. The lines under "if (Target->GetType() == ACTOR_VEHICLE)" control if a targeted vehicle can be chosen. I'm not entirely sure, but it could be the "if (!v.IsParking()) return false;" that stops you from picking up active traffic vehicles.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
The White Suburbans? I'd probably guess SWAT, but it could serve as any sort of UC vehicle. Or do you mean the Command truck seen there? The "Mobile Sub-stations" seem to be used as mini police stations in problem areas, or at major incidents. -
Wouldn't setting very high resistances to all forms of injury work? Like: p.SetResistance(INJUREREASON_CONTAM_ATOM, 100000.0f);p.SetResistance(INJUREREASON_CONTAM_CHEM, 100000.0f);p.SetResistance(INJUREREASON_CONTAM_BIO, 100000.0f);p.SetResistance(INJUREREASON_DROWN, 100000.0f);p.SetResistance(INJUREREASON_ENERGY, 100000.0f);p.SetResistance(INJUREREASON_FIRE, 100000.0f);p.SetResistance(INJUREREASON_SHOT, 100000.0f);p.SetResistance(INJUREREASON_UNKNOWN, 100000.0f);I had issues with the original LA mod wyes, and some of the initial versions of Hoppah's Wyes and Extensions from the Water Supply mod (though he worked out a fix relating to the LA firefighters being set as medical personnel), but I don't think I've ever had an issue with the hidden person being injured.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Here. -
Methinks it was in jest...
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There are several missions that take place at an airport in the game and the LA mod. While freeplay may not have an airport, those units aren't completely out of place.