TTBL225 Posted November 16 Report Share Posted November 16 I was finally able to get the tiller to spawn lined up properly in the station. However, whenever it moves, the trailer itself is offset from the cab. The only line that was edited was #740, changing a 0 to 270 to get it to spawn facing the right direction. Not sure where to go from here. LATiller.script Quote Link to comment Share on other sites More sharing options...
The Loot Posted Monday at 04:20 AM Report Share Posted Monday at 04:20 AM Nothing else Tiller related changed? If the Cab spawns correct in the station, the trailer should spawn behind it correctly without any changes. Quote Link to comment Share on other sites More sharing options...
TTBL225 Posted Monday at 03:08 PM Author Report Share Posted Monday at 03:08 PM 10 hours ago, The Loot said: Nothing else Tiller related changed? If the Cab spawns correct in the station, the trailer should spawn behind it correctly without any changes. Exact model and proto from OG LA. Scripts are from a completely clean version of LA 2.1. I have put the tiller in several mods and have never had this issue. Very perplexed. If I call a tiller in from off the map, it works as it should. Quote Link to comment Share on other sites More sharing options...
The Loot Posted Thursday at 08:49 AM Report Share Posted Thursday at 08:49 AM Looking at your script file again, looks like you also changed line 371, from float dx = 250.f, dy = 0.f, dz = 0.f; to float dx = 0.f, dy = 0.f, dz = 0.f; Maybe that's causing the issue? Could you upload your LAFireStationStart.script file? I'm actually not sure exactly how the original LA Mod deals with spawning the Tiller in the station at start. Looks like there's the script that checks for vehicles at the map fire vehicle spawn to either add or delete the trailer, but nothing else seems implemented, as far as I can see. The Tiller isn't even set to spawn by default, just the Tower, and while the instructions say to change the prototype referenced there, there's nothing that would spawn the trailer. Quote Link to comment Share on other sites More sharing options...
TTBL225 Posted yesterday at 01:25 AM Author Report Share Posted yesterday at 01:25 AM 16 hours ago, The Loot said: Looking at your script file again, looks like you also changed line 371, from float dx = 250.f, dy = 0.f, dz = 0.f; to float dx = 0.f, dy = 0.f, dz = 0.f; Maybe that's causing the issue? Could you upload your LAFireStationStart.script file? I'm actually not sure exactly how the original LA Mod deals with spawning the Tiller in the station at start. Looks like there's the script that checks for vehicles at the map fire vehicle spawn to either add or delete the trailer, but nothing else seems implemented, as far as I can see. The Tiller isn't even set to spawn by default, just the Tower, and while the instructions say to change the prototype referenced there, there's nothing that would spawn the trailer. I did try it with a completely clean tiller script from 2.1, same issue. So those lines being changed weren't the issue. *In the start script under the tiller section, I know there is no rotation line setup like the others. It originally had it and it did not make a difference. LAFireStationStart.script Quote Link to comment Share on other sites More sharing options...
The Loot Posted yesterday at 09:11 AM Report Share Posted yesterday at 09:11 AM It looks like the cab isn't being told to set rotation into position like the other vehicles in the start script, does it place properly itself? Maybe that causes the improper trailer position on spawn. Try adding m.SetRotation(gate3); after m.SetPosition(Tiller); and see if that fixes it with the original Tiller commands. Quote Link to comment Share on other sites More sharing options...
TTBL225 Posted 23 hours ago Author Report Share Posted 23 hours ago 7 hours ago, The Loot said: It looks like the cab isn't being told to set rotation into position like the other vehicles in the start script, does it place properly itself? Maybe that causes the improper trailer position on spawn. Try adding m.SetRotation(gate3); after m.SetPosition(Tiller); and see if that fixes it with the original Tiller commands. *In the start script under the tiller section, I know there is no rotation line setup like the others. It originally had it and it did not make a difference. Quote Link to comment Share on other sites More sharing options...