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Everything posted by itchboy
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What do you struggle with the most?
itchboy replied to Newfoundking's topic in Modding Related Support
I killed radiations for my most recent units -
I'd reskin the contamination icons, but it also means that contamination for chemical and radiation is not working as intended. I believe there was Chemical, Radiation and Biological. I think one of those contamination types is unused, maybe I can sacrifice that. I was hoping for a triage system where an icon would appear above the injured person, but its too much pain having to add a childObject to all persons. Back to topic with the mod. Have the mod team created house raids and much better hostage taking dynamics? I'd like to see a proper breaching entry where SWAT team storms the building through various ingresses in the house such as windows and even walls.
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Yeah, I am aware. I initially thought it was some kind of object that was added in. Turns out its actually a matter of putting it in editor and showing it ingame. Now if only someone were to figure out a way to have custom icons on top of people's heads.
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Today I learned. I thought it was a script lol.
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Have a question regarding this picture. What scripting function did you use to put those objects on top of the persons? Is there something in the PushActions or GameObject code that allows one to put an object above there?
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Do these spin? And I can only imagine that lighting this would have been a pain.
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Optimizations are coming, things are coming, won't reveal or say too much yet as requested by bama. Bottom line is that things will come as they arrive.
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Just a correction, this is actually a 50 inch lightbar, not 56 as previously posted.
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Kent (UK) Mod (Dev Release)
itchboy replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
To set a patrol path for a separate vehicle, you do not need to create a new command for it. All you need to do is set a condition for the script to set specific vehicles to patrol on specific paths, while the "general" patrol paths for all other vehicles remain untouched. if(is a HATO car){ patrol on a certain path} else{ patrol path for everyone else} -
Japan - The land of the rising sun!
itchboy replied to TimTim's topic in Mod Development and Concepts
She's beautiful. They're all beautiful. -
I would like to ask. What kind of units will be present in the mod? What towns and locales within Maricopa will be represented? I also would like to know the gameplay style this will have and if it will have new features/commands.
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Thanks. I appreciate the feedback.
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Edgewood Mod (Slow WIP) *NEW MODEL PREVIEW!*
itchboy replied to ThinBlueLineKY4's topic in Mod Development and Concepts
The best way to prove it is not stolen is to PM Newfoundking and give him the model for him to verify if it is indeed Mike's or not. You should also name the person who you recieved the model from. Once the verification process is completed, all charges will be dropped. -
This is not really about the smalles thing. The creators are unwilling to release their content due to the fact that pretty much all of it (according to Mike's statement) will be stolen by the community.
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Whelen Justice Lightbar. 56 50 inches length.
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Edgewood Mod (Slow WIP) *NEW MODEL PREVIEW!*
itchboy replied to ThinBlueLineKY4's topic in Mod Development and Concepts
For investigative purposes, my guess is that the front cab is Bama's Pierce Heavy Rescue from Montana V1. Contains parts from MikeyPI's NYPD Workstar crane due to how the parts are not "separated". The fact I see "Rescue1" in Zm2 makes me believe it could be another NYC mod vehicle. One of the other possible suspects is Harbor City or one of the commonly used MP mods. -
Los Angeles Mod Vehicle Set [STOPPED]
itchboy replied to itchboy's topic in Mod Development and Concepts
Your analysis of the mod and its purpose/idea is correct. The project is intended to represent the most likely vehicles to be seen in LA. It does not exist to replicate every single vehicle that putters around the city. If it were, then there would never be a release due to the constant change in vehicles and fleets. They may have 2016 units, but it wont be feasable making the vehicle unless more than half of their SUV fleet is composed of that. The 2013's are majority now, so they are going to stay put. I will add or change vehicles as I deem fit. There won't be much else posted here until the next version of Montana mod is released. -
Happy Halloween guys! Cab model by MikeyPI, everything else in the model is mine. Skin by Reaper, bloodFX by me.
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Unfortunately, no. You have to delete each and every light one by one.
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Since you have been able to add cars into LA mod, I am assuming you already know the basics such as editing all the necessary xml files, and adding personel, making them appear in the menu, and also making them spawn in freeplay and missions. Mikey's advice of cloning vehicles is the best route you can take. The best vehicle to use as a clone is the Army Hummer in the LA Mod. Simply clone it over first. Then edit the "new" prototype and assign its model to the desired model from the US Army mod. The wheels and doors will also have to be constructed again by you, and each of those prototypes need to be pointed to the correct model file. Next step would be lights, which are not an issue. Then the traits and physics as well afterwards. Last step would be editing all required xml files and creating a units folder for the new unit(s). Most vehicles can be put into the LA mod without any script alterations, but you will be missing certain commands from them. For example, you will not be able to get any weapons (M4, PSG1, MP5, etc) or custom equipment (ballistic shield, barricade) from the new vehilcles without making any script alterations to the LA mod. The LA mod I believe has some commands for the Army units such as the fast roping command for the Blackhawk. That is another specific script that would need to be edited should you wish to give functionality to any helicopter you may be adding into LA from USAM. Personel units are pretty much the same procedure as vehicles. Take existing prototype, clone it, and assign the USAM person model to the prototype. Note that the game will crash when loading the person model the first time. It will not crash ever again afterwards.
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You're welcome.
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Only the model was changed right? And I assume the vehicle is classed as a GTF, the childs have the water supply name, and you pressed enter when you were naming the childObjects.
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Did you also check that the child names are correct? When copying childs, you must remember to bring the name along with the childs. The name that LWS relies on is "water supply". Another thing, is this model replacement or a completely new vehicle?
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I do have this possible upcoming update for LA. Its the "LA MOD NEW VEHICLES" topic. It might interest you. Doesnt fix any gameplay bugs yet, but it does improve some vehicles in the mod.
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How could I improve quality of map texture?
itchboy replied to Pottyscotty's topic in Modding Related Support
I believe the original textures are available for download on the site. There was also somebody on the German forums who made Photoshop motives of the original textures, so you could slap them on using a brush for example. I don't know how to use Photoshop at all, so this may be incorrect.