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Everything posted by The Loot
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It'd be a pretty good bet that lag from selecting units comes from the various CheckPossible and CheckTarget sections, as that would be the code active at that time. But the fact that it gets worse as time goes on seems to indicate that something else might be happening; either some repeating script eventually gets bogged down, or possible memory issues with the game itself. Hopefully some digging sheds some light on the issue.
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I just ended up adding personnel and space to every vehicle.
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I think we never got around to discussing the call script methods I use.
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RSB Simulator 2014 - Emergency 4 [V3 WIP]
The Loot replied to Ghost Graphic Designs's topic in European Modding
I've never run into invisible hoses at any other moment, so I don't know. I think it's just a game bug when switching the prototype of a person equipped with an attached hose. -
It's actually just the HAZMAT squad turned into USAR. Xplorer's w00ds map mod is here, BTW.
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RSB Simulator 2014 - Emergency 4 [V3 WIP]
The Loot replied to Ghost Graphic Designs's topic in European Modding
GGD, did you happen to use my version of Hoppah's Water Supply? That invisible firehose is a bug I ran into when fixing the person "switch" that happens if you use different types of people to install and remove the supply line. For whatever reason, changing the hidden hose-holder to a different proto causes the firehose to turn invisible; no idea how to fix that, but it's a minor thing that doesn't break any function (you can just tell the person to remove the hose from the hydrant and reconnect if you want to fix it). -
Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Here are two posts you'll need to reference in order to get the NEW units working. I also forgot a critical step: you also may have to add the new prototypes to various scripts. LASiren is one example, but there may be others. -
Projekt Improved Lights 1.0
The Loot replied to PaganiZonda760's topic in Mod Development and Concepts
Just remember to link to where people can get those vehicles and give a note of thanks to the creators, just to be polite. -
Projekt Improved Lights 1.0
The Loot replied to PaganiZonda760's topic in Mod Development and Concepts
It gives the user several extra steps (removing current lights, copying and pasting new ones) and removes the "plug-n-play" aspect, but if you want to cut as many permissions as possible out, delete everything but the lights from the prototypes and just release those. -
Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Ooo, where'd you get the new LA engine? -
Do you have a person manning the pump? I forgot about that possible issue with Rapid Deployment.
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Los Angeles Mod Vehicle Set [STOPPED]
The Loot replied to itchboy's topic in Mod Development and Concepts
Heh, and here I added and continue to add new units to mine. -
Might as well wait for more performance fixing has been done, and for more people to figure out the game and it's features so new things can be made and used. If you can get it for a good price, might as well take advantage of that and bide your time.
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Yep. Lang folder contains most of them, and you might also have to go search through scripts and change hint and help text popups.
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The doors mostly, but also the original LA box on them, with it's lower-res texture.
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One of these days I should try to use your ambulance pack vehicles instead of the LA mod replacements; problem is adding lights to them which I would generously call my skills in "rubbish". I think I could get the LA skins transferred over without too much trouble, though.
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Another Q: if doors are different types but grouped the same, do they still open together? Or do they have to be the same in both regards? Take the LA ambulances: they don't really have "person" doors, but I wonder if I can set one of the "special" doors to "person" with the same group, and have them both open in both circumstances.
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Could use it to replace the getaway car. Those criminals deserve no better!
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Hasn't been re-approved by a moderator yet, It can take a bit sometimes.
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Looks OK, but sounds like more a hassle than useful. I'd like to see how you got it working so you can drop the patient and leave the stretcher; I couldn't get that last to work correctly (it always left the stretcher object on the map) so I don't use it.
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That explains why some of my ambulances only open one of their rear doors when used.
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Yes. Organization makes working with, loading, and distgributing a mod much easier. Plus getting rid of stuff you know you won't use means you don't have to worry about permissions for it anymore. I know other mods have been forced to do some work when unused assets were included without permission.
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What exactly does giving a group value do? I'm guessing that if multiple doors have the same value, they'd all open when one does, but I'm not sure.
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Looks like you need lines to hide the person after being picked up, and to enable the correct patient child on the unit. I have it working in my script; not currently on that PC so I can't post it. Edit: Here we go. Here's what my Lift script looks like in my LA mod. "DummyLiftStretcher" is what handles the various actions that need to happen after picking the person up with a stretcher. I changed the command names into English and tweaked other things somewhat, too, so just use this as an example. The only issue I ran into with the Stryker was that when transporting the patient from the ambulance to the hospital, the patient would reappear, the unit would wig out and start spinning around while trying to walk, and sometimes getting stuck doing that and never get into the hospital. I fixed this by moving the PutInBase action before the move action so the patient gets removed before that..