sgtmatt325 Posted May 22, 2013 Report Share Posted May 22, 2013 Hey guys, Does anyone know if it possible to make emergency units change traffic lightsHeres a video for what im talking aboutGo to 3:00 to see what i mean http://www.youtube.com/watch?v=3EOEQrLqc0I Quote Link to comment Share on other sites More sharing options...
The Loot Posted May 22, 2013 Report Share Posted May 22, 2013 Units in the game ignore traffic lights anyways, so there really wouldn't be a point. Quote Link to comment Share on other sites More sharing options...
sgtmatt325 Posted May 22, 2013 Author Report Share Posted May 22, 2013 I know but its to stop traffic for faster response time Quote Link to comment Share on other sites More sharing options...
squamishfire Posted May 22, 2013 Report Share Posted May 22, 2013 I believe there was discussion on this before. I can't remember what the actual answer was, I believe it was possible.As to your answer that it will make response times faster I personally don't believe so. I think it actually may add response times. Quote Link to comment Share on other sites More sharing options...
n00bingtarget Posted May 23, 2013 Report Share Posted May 23, 2013 in the freeplay games I've played, it might make a little difference, but in my opinion it would make faster responses if there was a way to script the traffic to PULL OVER for emergency vehicles instead of stopping where they are and making the vehicle go around them. Don't think that would be an easy thing to script. Quote Link to comment Share on other sites More sharing options...
Newfoundking Posted May 23, 2013 Report Share Posted May 23, 2013 In reality, traffic is so thin that there would be no real difference in response times. I've yet to have a single instance where the trucks would hit an intersection and have a car come across the way, impeding their flow. The only time I've had speed impediments is when someone in their lane stops, and they have to pass.Yes, if they would pull over, things would be much smoother, but as discussed 1.32 million times before, now 1.320000001 times, (I liked it better as a nice round number) it cannot be done. At all. It's the way things work in the game, you'd have to rewrite basically the entire game. Quote Link to comment Share on other sites More sharing options...
sgtmatt325 Posted May 23, 2013 Author Report Share Posted May 23, 2013 In reality, traffic is so thin that there would be no real difference in response times. I've yet to have a single instance where the trucks would hit an intersection and have a car come across the way, impeding their flow. The only time I've had speed impediments is when someone in their lane stops, and they have to pass.Yes, if they would pull over, things would be much smoother, but as discussed 1.32 million times before, now 1.320000001 times, (I liked it better as a nice round number) it cannot be done. At all. It's the way things work in the game, you'd have to rewrite basically the entire game.Off topic: Around my area and the deparment i volunteer for we use the strobe light system and it works great butOn the truck i run on we don't have one yet and we have people who pull from the right lane to the leftt in front of us then sit there blocking us.Back on topic: I've seen the "pull over" thing in the Wegberg mod, But all im looking for is to see if the light system can work if you set something like a gate trigger at the light or make them all red when the vehicle hits a spot before the light Quote Link to comment Share on other sites More sharing options...
Newfoundking Posted May 23, 2013 Report Share Posted May 23, 2013 The way it works in the wegberg mod is that they basically rewrote traffic and how it flows so it's not the same as the base game. Quote Link to comment Share on other sites More sharing options...
Hoppah Posted May 23, 2013 Report Share Posted May 23, 2013 I've never played ze Wegberg mod, but I do have an idea about this matter.I'm pretty sure it is possible to make civilian vehicles deviate from their original path in the game and make them return to that path again after 10 seconds or so. That would be the hardest component to script. I'd integrate the entire logic with the Siren script, because that script already repeats itself every second (which contains a check to to disable the siren once the vehicle stops moving). An additional component would just check the nearby traffic every second too and make it pull over. No siren, would mean no pulling over, so that would be convenent too imo.However, a script like this would be buggy. There is virtually no AI existent in this game. If there's little or no space to pull over, vehicles (especially larger ones) WILL get stuck in objects and won't be able to continue their path. Or even worse, vehicles may get stuck in other traffic when they're resuming their original path, which will cause the entire path to be blocked. A solution would be temporarely disabling the physics/collision data of the pulled over vehicles. Vehicles will pull over IN objects (even buildings and persons) then, but the logic does does work and there's less chance of bugs such as blocked traffic. It won't look very pretty, but it would be an awesome addition anyway.My 2 centsHoppahp.s. Sorry for my English Quote Link to comment Share on other sites More sharing options...