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bama1234

Montana Mod v2.5 RELEASED

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Out of curiosity, would it be possible to make it so that when the game recognises that you are using the new redirect script, it creates a “red traffic light” in the opposite lane, so that the cars stop, and when it detects that no cars are in the way, it makes the “light” green? I mean i’m not asking for you to do that, i’m just curious if the game has the abilities to do that..

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11 hours ago, Nick007 said:

Out of curiosity, would it be possible to make it so that when the game recognises that you are using the new redirect script, it creates a “red traffic light” in the opposite lane, so that the cars stop, and when it detects that no cars are in the way, it makes the “light” green? I mean i’m not asking for you to do that, i’m just curious if the game has the abilities to do that..

Dude I was literally just thinking about somethin like that.  I was thinkin like, do I really need another unit just to block off the other road for a traffic stop?

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7 hours ago, joker15x said:

Dude I was literally just thinking about somethin like that.  I was thinkin like, do I really need another unit just to block off the other road for a traffic stop?

 Yeah,well I mean, if it’s possible to run 2 redirect scripts at the same time, theres no problem because you can redirect the oncoming traffic to the side of the road, but if for some reason you can’t run 2 redirect scripts at the same time, you will probably have to block the traffic.. but I don’t know... Itchboy is the only one that can anwser that. I’m just making suggestions..

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Will most if not all emergency vehicles have the surround lighting that reflects off the ground and what not?  Idk what the proper term is.  I noticed a few vehicles don't have it, and or not proper flashing.  Also will all vehicles have secondary lighting options?  Sorry if this is annoying, I am just really into this mod and ELS.  I'm a kid when it comes to emergency lighting. http://www.emergency-planet.com/uploads/emoticons/default_biggrin.png

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Bug report: This is the most annoying thing in this mod.  Its a waste of time shooting these damn big trucks and I can't figure out how to turn off their spawning in the files.  https://gyazo.com/c12bc583791bcbfb9a507039ab3e26c8  They are always blocking traffic when I'm doing other calls and I don't have time to deal with it.  

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22 hours ago, joker15x said:

Bug report: This is the most annoying thing in this mod.  Its a waste of time shooting these damn big trucks and I can't figure out how to turn off their spawning in the files.  https://gyazo.com/c12bc583791bcbfb9a507039ab3e26c8  They are always blocking traffic when I'm doing other calls and I don't have time to deal with it.  

You can use a cop to redirect them, or prevent them from spawning on the editor. Just load the map, press F9, select the proper spawn point and voilà, you'll have to delete those big trucks one by one, though. 

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2 hours ago, amuchalipsis said:

You can use a cop to redirect them, or prevent them from spawning on the editor. Just load the map, press F9, select the proper spawn point and voilà, you'll have to delete those big trucks one by one, though. 

Thats the problem.  I do redirect them, they just don't move.  Or if it DOES work, the truck will go block some other intersection.  How do I open the editor?  I've never used it.

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There is no way to stop oncoming traffic without sending an officer to the other lane to redirect or stop traffic.


I have removed the big trucks from the spawns in the new version. I also included a "delete traffic" button just to be sure.

To remove the vehicles, go into the editor. Load up "freeplay.e4m". Once you are in the map, press the F9 key.

Choose the spawn point that gets stuck and delete the trucks using the "X" button on the right side.

http://www.emergency-planet.com/uploads/monthly_2018_11/5bf6093b4c3a8_Em4Deluxe2018-11-2209-34-58-28.thumb.png.707db6c6c8f9b61d037e4143b132dfd2.png

Em4Deluxe 2018-11-22 09-34-58-28.png

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Somehow forgot this bug, when there is a call in this house for a medical patient, people can't go in because the door can't be broke down.  When I send a FF to break it, they stop at the steps not doing anything, forcing me to fail the call.  https://steamcommunity.com/sharedfiles/filedetails/?id=1570795967

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On 11/22/2018 at 10:29 AM, joker15x said:

Somehow forgot this bug, when there is a call in this house for a medical patient, people can't go in because the door can't be broke down.  When I send a FF to break it, they stop at the steps not doing anything, forcing me to fail the call.  https://steamcommunity.com/sharedfiles/filedetails/?id=1570795967

Thanks for letting me know. This is actually a bug I never noticed. I am sure its because of the "accesible" flag not being activated on the model.


I have not been able to do much with the mod due to non Em4 concerns. This tow truck is the only thing Ive had the opportunity to make.

Rollback rear body textures by Hoppah, everything else by me.

Untitled.png

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3 hours ago, itchboy said:

Ive finally put a roof and interior on the police station. Im really happy with the result. Hopefully it has no glitches ingame, otherwise I'll just revert to the non-openHouse version which would look the same anyway.

http://www.emergency-planet.com/uploads/monthly_2018_12/5c152953518f4_Em4Deluxe2018-12-1600-15-44-84.thumb.png.7920c513be0e1b892f50fbe59949906e.png

http://www.emergency-planet.com/uploads/monthly_2018_12/5c15296be4a79_Em4Deluxe2018-12-1600-11-12-61.thumb.png.cbb4ec3e67dae23ac2090413a4a0fd3a.png

Love it.

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28 minutes ago, FInn Rescue 12 said:

Looks good Itchboy any plans for doing a older ford Taurus 2000 to 2007 models. 

Ive decided to cancel the unmarked Taurus because Monida wouldnt have its own detectives. Ive already made a separate off map detective car to compensate for this.

In its place, will be a slicktop 97 CVPI which will be assigned as a traffic unit.

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