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Everything posted by Pottyscotty
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Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
I don't think so because BTP don't operate in the area of Kent I have chose. They are normally at bigger train stations or transport connections like in London and a few other places around the UK. -
I'll try this one, would make it easier, thanks
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Thanks Itch, yeah a friend suggested this to me too. I'll add it in when I have filled it up
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Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Aye, specifically these three: https://www.flickr.com/photos/mrlmm/7610811906/ https://www.flickr.com/photos/jamesdawkins/9233351968/ http://aace.org.uk/wp-content/uploads/2013/03/EMAS-Home-6.jpg -
EDIT:- I removed the Sheriff vehicles and it now works. Does this mean there is a limit to how many vehicles can have the M4? Hi all, Im getting an error with one of Hoppah's gun scripts. The error occurs whenever I click certain people or I select "Get M4". This has only started happening after I added the BMW X5 prototypes into the Code and it works fine if I remove them, however I can't see anything wrong with them. Attached is the script, error message, log file and prototype folder (So you know I haven't spelt them wrong). //******************************************************************************************// #Version 2.4# // // Includes: All M4 Commands // // - PcmdM4Get // - PcmdM4Remove // - PcmdM4Shoot // - PcmdM4Aim // - PcmdM4AimEnd // - PcmdM4MoveTo // - DummyM4// // Script by Hoppah// // Usage of this script in other mods is NOT allowed without permission of Hoppah////******************************************************************************************const char CMD_GETM4[] = "PcmdM4Get";const char CMD_REMOVEM4[] = "PcmdM4Remove";const char CMD_SHOOTM4[] = "PcmdM4Shoot";const char CMD_AIMM4[] = "PcmdM4Aim";const char CMD_AIMENDM4[] = "PcmdM4AimEnd";const char CMD_MOVEM4[] = "PcmdM4MoveTo";const char DUMMY_M4[] = "DummyM4";const char CMD_DOORS[] = "OpenCloseDoor";const char OBJ_M4_IDLE[] = "01 LA Equipment/m4_idle.V3O";const char OBJ_M4_AIM[] = "01 LA Equipment/m4_aim.V3O";const char SND_GETM4[] = "mod:Audio/FX/Misc/m4_get.wav";const char SND_FIREM4[] = "mod:Audio/FX/Misc/m4_shoot.wav";const char SND_UNLOCK[] = "mod:Audio/FX/Misc/unlock_weapon.wav";const char PARTICLE_FLASH[] = "mod:Prototypes/Objects/05 LA Particles/muzzleflash04.e4p";const char NAME_FLASH[] = "MuzzleFlash";int DummyGroup = 20;object PcmdM4Get : CommandScript{ PcmdM4Get() { SetIcon("m4"); SetCursor("m4"); SetPriority(190); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetGroupID(CGROUP_GETEQUIPMENT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFLASHGRENADE); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target || !Target->IsValid() || Target->GetType()!=ACTOR_VEHICLE) return false; if(Caller->GetObjectType()==TYPE_PERSON) { Person p(Caller); Vehicle v(Target); if (v.IsDestroyed()) return false; if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; Vehicle v(Target); if ((v.HasCommand("FlyTo") || v.HasCommand("VcmdDeInstallRope")) && !v.IsOnGround()) return false; if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swattruck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff001.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff002.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff003.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff004.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV2.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_IRV_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swatunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/trafficunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/bombsquad.e4p") == 0) { return true; } return false; } } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_NONE); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Target, 1, false); }};object PcmdM4Remove : CommandScript{ PcmdM4Remove() { SetIcon("m4remove"); SetCursor("m4remove"); SetValidTargets(ACTOR_VEHICLE | ACTOR_OBJECT); SetRestrictions(RESTRICT_NOTDESTROYED | RESTRICT_NOTBURNING | RESTRICT_HASFLASHGRENADE); SetPossibleCallers(ACTOR_PERSON); SetNeedsCarWithFlagSet(OF_HAS_FLASHGRENADE); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target || !Target->IsValid() || Target->GetType()!=ACTOR_VEHICLE) return false; if(Caller->GetObjectType()==TYPE_PERSON) { Person p(Caller); Vehicle v(Target); if (v.IsDestroyed()) return false; if(p.IsValid() && (p.IsLinkedWithPerson() || p.IsCarryingPerson() || p.IsEquipped() || p.IsPulling() || p.GetFirehoseID()!=0 || p.GetEnteredCarID() != -1)) return false; Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed() && StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swattruck.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff001.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff002.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff003.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/sheriff004.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_ARV2.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/BMWX5_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_UM_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/Kent_Police/LandRoverDisco_IRV_ARV.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/swatunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/trafficunit.e4p") == 0 || StrCompare(v.GetPrototypeFileName(), "mod:Prototypes/Vehicles/03Police/bombsquad.e4p") == 0) { return true; } return false; } } void PushActions(GameObject *Caller, Actor *Target, int childID) { Vector TargetPos = Target->GetTargetPoint(Caller, TARGET_EQUIPMENTDOOR); Caller->PushActionMove(ACTION_NEWLIST, TargetPos); Caller->PushActionTurnTo(ACTION_APPEND, Target); Caller->PushActionGetEquipment(ACTION_APPEND, Target, EQUIP_NONE); Caller->PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Target, 2, false); }};object PcmdM4Shoot : CommandScript{ float Range; PcmdM4Shoot() { SetIcon("shoot"); SetCursor("aim"); SetValidTargets(ACTOR_PERSON | ACTOR_VEHICLE); SetRestrictions(RESTRICT_SHOOTABLE | RESTRICT_NOTINJURED); //SetActivationByLeftClick(true); SetDeselectCaller(false); SetKeepAsCurrentCommand(true); SetPossibleCallers(ACTOR_PERSON); Range = 900.f; } bool CheckPossible(GameObject *Caller) { /*if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false;*/ Person p(Caller); if (!p.IsValid()) return false; return true; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || !Target->IsValid() || Target->GetID() == Caller->GetID()) return false; Person p(Caller); if(p.GetBoundingRadiusDistXYToObject(Target) > Range) return false; if(Target->GetType()==ACTOR_PERSON) { Person t(Target); if (t.IsValid() && t.GetEnteredHouseID() == p.GetEnteredHouseID()) { if(p.IsAiming()) { Game::ActivateSceneLens(true); } return true; } } if(Target->GetType()==ACTOR_VEHICLE) { Vehicle v(Target); if (!v.IsCivilCar()) SetPriority(-700); if (v.IsValid() && !v.IsDestroyed() && v.IsFlagSet(OF_SHOOTABLE) && p.GetEnteredHouseID() == -1) { if ((v.GetVehicleType() == VT_POLICE_PHC || v.GetVehicleType() == VT_AMBULANCE_RHC || v.GetVehicleType() == VT_THW_FGRT_BH) && !v.IsOnGround()) return false; if(p.IsAiming()) { Game::ActivateSceneLens(true); } return true; } } return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if(!p.IsAiming()) { Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_UNLOCK, Pos); p.PlaceObjectInRightHand(OBJ_M4_AIM); p.PushActionPrepareAim(ACTION_NEWLIST); p.AssignCommand(CMD_AIMENDM4); p.AssignCommand(CMD_MOVEM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); } else { Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_FIREM4, Pos); float r[9]; p.GetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); GameObject f = Game::CreateObject(PARTICLE_FLASH, NAME_FLASH); f.SetRotation(r[0], r[1], r[2], r[3], r[4], r[5], r[6], r[7], r[8]); f.SetPosition(Pos); f.PushActionWait(ACTION_NEWLIST, 0.5f); f.PushActionDeleteOwner(ACTION_APPEND); if (Target->GetType() == ACTOR_PERSON) { Person t(Target); if (t.IsValid() && !t.IsDead()) { if (p.GetBoundingRadiusDistXYToObject(&t) < 50.f) { t.Kill(INJUREREASON_SHOT); } else if (p.GetBoundingRadiusDistXYToObject(&t) < 100.f) { t.Injure(INJUREREASON_SHOT); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 200.f) { t.Hurt(INJUREREASON_SHOT, 600.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 300.f) { t.Hurt(INJUREREASON_SHOT, 500.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 400.f) { t.Hurt(INJUREREASON_SHOT, 400.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 500.f) { t.Hurt(INJUREREASON_SHOT, 300.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 600.f) { t.Hurt(INJUREREASON_SHOT, 200.f); } else if(p.GetBoundingRadiusDistXYToObject(&t) < 1000.f) { t.Hurt(INJUREREASON_SHOT, 100.f); } } } if (Target->GetType() == ACTOR_VEHICLE) { Vehicle v(Target); if (v.IsValid() && !v.IsDestroyed()) { if(p.GetBoundingRadiusDistXYToObject(&v) < 300.f) { v.Damage(330.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 500.f) { v.Damage(230.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 700.f) { v.Damage(140.f); } else if(p.GetBoundingRadiusDistXYToObject(&v) < 1000.f) { v.Damage(100.f); } } } } }};object PcmdM4Aim : CommandScript{ float Range; PcmdM4Aim() { SetIcon("aim"); SetCursor("aim"); SetValidTargets(ACTOR_PERSON); SetPriority(220); SetDoubleClickable(true); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || Caller->IsAiming() || !Target->IsValid() || Caller->GetID() != Target->GetID()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_UNLOCK, Pos); p.PlaceObjectInRightHand(OBJ_M4_AIM); p.PushActionPrepareAim(ACTION_NEWLIST); p.AssignCommand(CMD_AIMENDM4); p.AssignCommand(CMD_MOVEM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); }};object PcmdM4AimEnd : CommandScript{ PcmdM4AimEnd() { SetIcon("aimend"); SetCursor("aimed"); SetValidTargets(ACTOR_PERSON); SetDoubleClickable(true); SetRestrictions(RESTRICT_SELFEXECUTE); SetPossibleCallers(ACTOR_PERSON); SetPriority(600); } bool CheckPossible(GameObject *Caller) { /*if(!Caller->IsValid() || Caller->GetType() != ACTOR_PERSON) return false;*/ return Caller->IsAiming(); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { if(!Caller->IsValid() || (Caller->GetID() != Target->GetID()) || !Caller->IsAiming()) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionAimEnd(ACTION_NEWLIST); p.RemoveCommand(CMD_AIMENDM4); p.RemoveCommand(CMD_MOVEM4); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_REMOVEM4); p.PushActionSwitchAnim(ACTION_APPEND, "idleequipped2"); }};object PcmdM4MoveTo : CommandScript{ MoveResult mr; PcmdM4MoveTo() { SetIcon("moveto"); SetCursor("moveto"); SetValidTargets(ACTOR_FLOOR | ACTOR_OBJECT | ACTOR_VIRTUAL | ACTOR_HOUSE | ACTOR_OPEN_HOUSE); SetHighlightingEnabled(false); SetDeselectCaller(false); //SetActivationByLeftClick(true); } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { mr = Commands::CheckMoveConditions(Caller, Target, childID); if(mr.Mode == MOVE_ABORT) return false; return true; } void PushActions(GameObject *Caller, Actor *Target, int childID) { Person p(Caller); if(p.IsAiming() || p.IsCurrentAnimation("shootrifle")) { p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionAimEnd(ACTION_NEWLIST); p.PushActionWait(ACTION_APPEND, 1.5f); p.PushActionExecuteCommand(ACTION_APPEND, DUMMY_M4, Caller, 3, false); p.PushActionMove(ACTION_APPEND, mr.Target); p.RemoveCommand(CMD_AIMENDM4); p.RemoveCommand(CMD_MOVEM4); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_REMOVEM4); } }};object DummyM4 : CommandScript{ DummyM4() { SetGroupID(DummyGroup); } bool CheckGroupVisibility(GameObject *Caller) { return false; } bool CheckPossible(GameObject *Caller) { return false; } bool CheckTarget(GameObject *Caller, Actor *Target, int childID) { return false; } void PushActions(GameObject *Caller, Actor *Target, int childID) { if(childID == 1) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); p.PushActionSwitchAnim(ACTION_APPEND, "idleequipped2"); p.AssignCommand(CMD_AIMM4); p.AssignCommand(CMD_SHOOTM4); p.AssignCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_GETM4); p.RemoveCommand("PcmdBarricadeGet"); p.RemoveCommand("PcmdTrafficConeGet"); p.RemoveCommand("PcmdFlareGet"); p.RemoveCommand("GetRoadBlock"); p.RemoveCommand("Arrest"); p.RemoveCommand("ReleaseArrested"); p.RemoveCommand("DrawWeapon"); p.RemoveCommand("PutInCar"); p.RemoveCommand("AskPerson"); p.RemoveCommand("Halt"); p.RemoveCommand("GetFlashgrenade"); p.RemoveCommand("Pull"); p.RemoveCommand("StopPull"); p.RemoveCommand("Lift"); p.RemoveCommand("UnloadPerson"); p.RemoveCommand("SendPeople"); //p.RemoveCommand("DriveAwayPerson"); p.RemoveCommand("Redirect"); p.RemoveCommand("Stop"); Vector Pos = p.GetPosition(); Audio::PlaySample3D(SND_GETM4, Pos); Vehicle v(Target); v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); } if(childID == 2) { Person p(Caller); p.RemoveObjectInRightHand(); p.PushActionSwitchAnim(ACTION_APPEND, "idle"); p.RemoveCommand(CMD_SHOOTM4); p.RemoveCommand(CMD_REMOVEM4); p.RemoveCommand(CMD_AIMM4); p.AssignCommand(CMD_GETM4); p.AssignCommand("PcmdBarricadeGet"); p.AssignCommand("PcmdTrafficConeGet"); p.AssignCommand("PcmdStabilize"); p.AssignCommand("PcmdFlareGet"); p.AssignCommand("GetRoadBlock"); p.AssignCommand("Arrest"); p.AssignCommand("ReleaseArrested"); p.AssignCommand("DrawWeapon"); p.AssignCommand("PutInCar"); p.AssignCommand("AskPerson"); p.AssignCommand("Halt"); p.AssignCommand("GetFlashgrenade"); p.AssignCommand("Pull"); p.AssignCommand("StopPull"); p.AssignCommand("Lift"); p.AssignCommand("UnloadPerson"); p.AssignCommand("SendPeople"); //p.AssignCommand("DriveAwayPerson"); p.AssignCommand("Redirect"); p.AssignCommand("Stop"); Vehicle v(Target); v.PushActionExecuteCommand(ACTION_APPEND, CMD_DOORS, Caller, 1, false); } if(childID == 3) { Person p(Caller); p.PlaceObjectInRightHand(OBJ_M4_IDLE); } }};
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Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
I was actually thinking about having the waiting points on the side like you said. At the moment im not sure if I can fit a DC or M in but there will be bigger roads around -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Yes the pump controller is already in the mod Also one Station is full time with 1/2 on-call pumps while another is retained only. Edit:- While im here I might as well list what appliances are at each station. Note that these won't be the names of the stations "Big Station" Dennis Sabre (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-mXZ9tDg) - PumpScania P270 (https://www.flickr.com/photos/pottyscotty/15860426832/) Pump x2 Iveco Magirus DLK23-12c (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-7Mb9mfd (Yes we still use this for some reason)) Turntable LadderScania 94c (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-Zj7Vzkq) - Incident Support Unit (Prime Mover)MAN TGA (https://www.flickr.com/photos/pottyscotty/15860428542/) - Incident Response UnitVauxhall Insignia (https://www.flickr.com/photos/pottyscotty/15859074041/) - Response Vehicle x3BMW X5 (No pictures) - Officer Vehicle"Small Station" Dennis Sabre (http://stephenpotter.smugmug.com/FireandRescue/Kent-Fire-and-Rescue/i-mXZ9tDg) Pump -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Sorry for the lack of updates recently. This is not because it has been stopped but because im currently doing 2 bigger vehicles for the mod so it will take a bit of time in combination with my own life as well. Just to wake this up a bit, is there anything specific people would like to see on the map? -
Have you tried running as Admin? Is it the Steam version? Have you tried re-installing? And lastly:
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Lighting Help (EM4 Editor)
Pottyscotty replied to NYCEmergencyServices's topic in Modding Related Support
You have to assign a vehicle type to it in the traits editor (Properties of vehicle > Traits > Unit type (Or something like that)) otherwise lights will not show up -
It can also mean that the Mod makers did not or have not yet made a thumbnail for it. I haven't used these mods so I can't tell you if they have a thumbnail or not.
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Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
I think im going to be getting the Pump Appliance fixed and finished (I messed the model file up) -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Haha thanks Alex - Love the Reloaded FF2014 videos by the way -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Thank you to both of you ------------------------------------------------------------------------- Left: Unmarked ARV Right: KFRS Officer Vehicle -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Top two pictures are of a BMW X5 Traffic vehicle. Bottom two are of the two types of BMW X5 ARV's that Kent use. -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
KFARS will have the sniffer/search dogs and the Police will have ones that can chase etc. -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Yes the VW Crafter is for Public order and Police dogs -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Very true, in fact I may just add both of those Response vehicles -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Yeah definitely including that one, I can't seem to dig up any pictures of the Response car though, do you know of any place? -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Did I put V70? I'll go change that one then -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Im not sure if they do but I will be adding them anyway, just a extra feature. As someone said, not many mods have any way of fast travel. -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Yes, they can change into and out of high viz uniforms, same as firefighters. Can I just add to that - L/R D model by Godra Base skins by Randomperson139 Skin edits by Pottyscotty Model edits by Pottyscotty Lighting by TACRfan -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Yes persons can change clothing using vehicles and at places such as fire stations -
Directional & Scene lights together?
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
Yeah pretty much I just have a poor memory --------------------------------------------------------------------------------- It is v.EnableTrafficLight(TLT_GREEN); for true and v.EnableTrafficLight(TLT_NONE); for false, it works perfectly. I can now have separate directional and flood lights. -
Directional & Scene lights together?
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
I'll give it a shot later then and say if it works