pyrofreak Posted December 19, 2011 Report Share Posted December 19, 2011 I do apologize for the crappy title but I wasn't sure how I should explain my dilemma.If anyone has played the New York Modification by Mikey than they will know what I am talking about. If you were too call duplicate units each unit would have a different skin.I want to do something similar with my mod. Right now I am working on a New Castle mod based off units in New Castle County (my home state of Delaware). We have a lot of local police units, each with their own skins, and some counties with multiple skins. If I was too call a sheriff twice I want both cars to have a different skin (not the same skin like in the LA mod).I hope everyone understands what I am trying to explain. I've tried to re frame from being redundant, but I wanted to be as clear and precise as I could. Quote Link to comment Share on other sites More sharing options...
Newfoundking Posted December 19, 2011 Report Share Posted December 19, 2011 It works on a trigger that when a model of a certain type passes through, it checks what's on the map, and then spawns from a list. When it returns to exit through that point, it drives through the trigger again, and becomes the original vehicle, so the unit count is right Quote Link to comment Share on other sites More sharing options...
pyrofreak Posted December 19, 2011 Author Report Share Posted December 19, 2011 It works on a trigger that when a model of a certain type passes through, it checks what's on the map, and then spawns from a list. When it returns to exit through that point, it drives through the trigger again, and becomes the original vehicle, so the unit count is rightI appreciate you explaining how his code works. However, I was hoping he would share his secret, or at best I was hoping someone else knew how to do something similar. I'm not good at finding these types of things within the script. I can "mess around" with different parts, and learn that way. Other than that I'm not that good. I mean, as it stands I'm still learning how to reskin, and use zmod to it's full potential. Quote Link to comment Share on other sites More sharing options...
Newfoundking Posted December 19, 2011 Report Share Posted December 19, 2011 NYCRandomSpawn.scriptThat's the script that works it, it is in :mod/scripts/game/command Quote Link to comment Share on other sites More sharing options...
Wkboy714 Posted December 20, 2011 Report Share Posted December 20, 2011 Given that the model/prototype names are the same as your NY mod (or they're changed accordingly) then would the script in theory work in other mods? Quote Link to comment Share on other sites More sharing options...
Newfoundking Posted December 21, 2011 Report Share Posted December 21, 2011 if nothing changed at all, including the map, then yes, otherwise no. For it to work, it'd have to be either a submod, or a rip off of our mod if you weren't going to edit the script and/or the map Quote Link to comment Share on other sites More sharing options...