stevenew95 Posted January 7, 2017 Report Share Posted January 7, 2017 Upon creating a new model for the tiller, i have placed it in-game to act as the new cab for the old trailer and cab. Upon replacing the files that i needed to, the cab is in-game and functioning but when i call it into game, it is not pulling the trailer with it. I believe all of my scripts are in order, my protype has all of the right commands, even copied them exactly from the old prototype to make sure i had the same things. I have exhausted all of my options and i know some other people that have had these issues as well. The only other person that i have seen successfully do this would be @itchboy in one of his youtube videos. If any knows why it is not pulling the trailer into game I would much appreciate it if you could let me know. If not, we will have to drop it for an upcoming mod(SECRET right now). Thanks. @Hoppah i know you havent been around but if you see this, lend some light on this issue for me. Quote Link to comment Share on other sites More sharing options...
itchboy Posted January 7, 2017 Report Share Posted January 7, 2017 You need to make the tiller execute a certain 'dummy' command that spawns the attached trailer onto the thing upon start. Its actually mentioned in Hoppah's topic 'How to add tiller to the firestation'. Quote Link to comment Share on other sites More sharing options...
stevenew95 Posted January 7, 2017 Author Report Share Posted January 7, 2017 Shouldn't that already be referenced in the script for the current tiller trailer? I have only changed the cab(changing trailer soon) unless that is what you are referring to. I have attached the command to the cab GetDummyTrailer(i believe that is it) and it still does not pull it into game. @itchboy Quote Link to comment Share on other sites More sharing options...
itchboy Posted January 7, 2017 Report Share Posted January 7, 2017 Go into firestation start and code the tiller cab to exeucte the dummy cmd. Quote Link to comment Share on other sites More sharing options...
stevenew95 Posted January 7, 2017 Author Report Share Posted January 7, 2017 4 minutes ago, itchboy said: Go into firestation start and code the tiller cab to exeucte the dummy cmd. I'm not trying to spawn the vehicle at start, as of right now im only wanting it to come into the game with the trailer. Right now it only will come in the game with the cab when i call it. Unless this would accomplish this as well. @itchboy Quote Link to comment Share on other sites More sharing options...
itchboy Posted January 7, 2017 Report Share Posted January 7, 2017 You need to run the tiller_check. Note the LA mod FP map, and take note of the objects and the missionscript for fp_freeplay. Quote Link to comment Share on other sites More sharing options...
stevenew95 Posted January 7, 2017 Author Report Share Posted January 7, 2017 Im not terrible at scripts but im not the best either.(Even though this script language is quite easy) Im still trying to figure all of this out but im not sure what im missing. I see the tiller check in the fp_freeplay but, im not sure what i need to do from there. Im assuming it is pulling the object from a list somewhere from what i can see but im not sure where that is even if im correct. @itchboy Quote Link to comment Share on other sites More sharing options...
itchboy Posted January 7, 2017 Report Share Posted January 7, 2017 There needs to be an object in the FP map named tiller_check. Quote Link to comment Share on other sites More sharing options...
stevenew95 Posted January 7, 2017 Author Report Share Posted January 7, 2017 Shouldnt that technically already be in the map? Considering the old tiller pulled the trailer in, it had to have the same things right? and, once i create an object in the map, does it matter where it goes? This is all way more in depth than i thought it might be! @itchboy Quote Link to comment Share on other sites More sharing options...
itchboy Posted January 7, 2017 Report Share Posted January 7, 2017 The tiller check should be a useless object, preferably put underground of the map bc the initialization script 'hides' the object. The tiller that starts out on map should spawn if the dummyTillerCheck is executed at start. The tiller from off map should work if the tiller_check is executed every cpl seconds. Quote Link to comment Share on other sites More sharing options...
stevenew95 Posted January 7, 2017 Author Report Share Posted January 7, 2017 Is there a script that i can copy out of one of the scripts to run it? or am i going to have to make it myself? Because once i make that object in game-(could be like literally ANYTHING right?) i need to have a script recognize that object or will it already do it? @itchboy P.S. sorry if i seem stupid man lol just trying to learn this Quote Link to comment Share on other sites More sharing options...
itchboy Posted January 7, 2017 Report Share Posted January 7, 2017 The scripts you need to do are already there. What tiller has the issue? The one you spawn from the Em4 default call menu? Or the one that spawns at start? Quote Link to comment Share on other sites More sharing options...
stevenew95 Posted January 7, 2017 Author Report Share Posted January 7, 2017 The one from the menu. I have made a new cab model, and it works in game fine, it just doesn't pull the trailer in with it once i call it in. @itchboy I can stop tagging you if you are watching by the way. Figured it would just alert you when i tag you Quote Link to comment Share on other sites More sharing options...