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Everything posted by Pottyscotty
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Is it possible to change text colour at all on something such as a game hint or message group? I have a person who has a custom message group and I want one of the words they speak to be emphasized by green text. I seem to remember somewhere about colour codes for text, but can't find it anywhere.
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Don't activate light if headlights are on
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
Thanks for the explanation, all works perfectly! -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
I think that's a Deluxe version event. -
Don't activate light if headlights are on
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
Told you I was terrible at this stuff It's not crashing now although it doesn't seem to want to activate no matter what the time of day is. Are you able to explain how the timing works as I'm not sure what values mean what. void PushActions(GameObject *Caller, Actor *Target, int childID) { Game::GetTime(Agerskov_hour, Agerskov_minute, Agerskov_second); Vehicle v(Caller); { if(Agerskov_hour > 7 && Agerskov_hour < 17 && Agerskov_minute == 0 && Agerskov_second < 4) v.EnableTrafficLight(TLT_YELLOW); v.AssignCommand(CMD_WWTD_OFF); v.RemoveCommand(CMD_WWTD_ON); Audio::PlaySample3D(SND_TOGGLE, v.GetPosition()); } } }; -
Don't activate light if headlights are on
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
I presume this isn't how to do an 'if' function either considering I get a different error (Symbol V not defined in current scope). I can't see anything different between mine and other if functions though apart from when they return false/true - Is this a requirement? void PushActions(GameObject *Caller, Actor *Target, int childID) { Game::GetTime(Agerskov_hour, Agerskov_minute, Agerskov_second); if(Agerskov_hour > 7 && Agerskov_hour < 17 && Agerskov_minute == 0 && Agerskov_second < 4) Vehicle v(Caller); v.EnableTrafficLight(TLT_YELLOW); v.AssignCommand(CMD_WWTD_OFF); v.RemoveCommand(CMD_WWTD_ON); Audio::PlaySample3D(SND_TOGGLE, v.GetPosition()); } }; -
Don't activate light if headlights are on
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
Upon adding the second bit I get an error while loading the mod that says "Unrecognized Language". void PushActions(GameObject *Caller, Actor *Target, int childID) Game::GetTime(Agerskov_hour, Agerskov_minute, Agerskov_second); { Vehicle v(Caller); v.EnableTrafficLight(TLT_YELLOW); v.AssignCommand(CMD_WWTD_OFF); v.RemoveCommand(CMD_WWTD_ON); Audio::PlaySample3D(SND_TOGGLE, v.GetPosition()); } }; -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Cheers Stan, works now -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
Stan I'm trying to edit the first post on this topic but it just shows up blank, works fine on any other post I edit though. Has this been reported? -
Don't activate light if headlights are on
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
I'm not great at scripting at all and can only really edit basic things so yeah it would be a huge help! -
Don't activate light if headlights are on
Pottyscotty replied to Pottyscotty's topic in Modding Related Support
Thanks, I was told the same somewhere else as well. One of the ways I was told I could do it was by getting the script to check the time and base it on that instead. -
Kent (UK) Mod (Dev Release)
Pottyscotty replied to Pottyscotty's topic in Early Access/Alpha Stage Modifications
The link is directly above your post.. -
I have a command that will turn on TLT_YELLOW however I want it so that it will not do so if the headlights are on, except I am not sure how to get about this. Basically if the command is activated when the headlights are also on, nothing will happen. However if the headlights are off and you activate the command, it will work. http://pastebin.com/yjNHHHW7
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I don't know if you actually have to change any settings, since I don't actually use Twitch, just watch things on it, but you can view past streams on a persons channel. So I would assume that as long as it is set to do so, it will automatically be there when it has ended.
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Apologies, didn't read through the whole topic and see that. I'll take a look at my settings and see if it's doing anything.
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Regarding that, is it meant to save your settings? Since it puts it back to the default colours when I restart my browser.
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Honestly the only reason I ever got it was for notifications when I was on mobile, even then I would just open up the chrome app and access the site from there.
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I have seen a few people use practically empty maps to test things out on and it would help with something I'm trying however what are the main requirements for a freeplay map to work since if you use a 100% empty map the game would just crash.
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Ah awesome, cheers guys.
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"somebody gave you reputation for a post in a topic: Kent (UK) Mod (Dev Release)" Anyone know what this actually means (Since clicking the link just took me to the post and I couldn't see anything different)? Is it a replacement to the disused 'like' feature from the old forum?
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You had asked why you could hear a lot of people and cars but not see many and I gave you an explanation as to why that may be. You didn't ask how to boost the spawn rate of vehicles (Which by the way I do not have an answer for).
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I don't have EM5 but if it's the same as EM4 then sounds don't get emitted directly from vehicles or people. Instead there is just some ambient soundtracks that feature things like talking or vehicles.
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Alright, that's good. As long as it can end I should be okay.
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Alright, that would make a bit more sense. What about over time, does the event eventually fail?
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Apologies if it's in the wrong section, couldn't really decide which to put it in. Basically all I want to know is how the default Illegal Demonstration event works since I haven't ever had one on so long to know (And for some reason it's currently not activating). I know the chain of events is people gather then after a while will throw molotovs at a nearby building (If the ringleader is not arrested) but I wanted to know if after a certain amount of time (There is something called a 'Calmdown' period you can set in the parameters) the rioters will eventually disperse and the mission will be failed?