Hopefully he can count...
That's what i get for trying to count when I just woke up lol
Geschrieben 21 März 2014 - 02:22
Hopefully he can count...
That's what i get for trying to count when I just woke up lol
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Geschrieben 22 März 2014 - 02:52
Okay, well I ran into an issue and was wondering if anyone here may be able to track(No pun intended) the problem. I'm pretty sure it lies in the new train I added into the game. I'm sure one of the properties got messed up. The gates begin the animation to close, but then get looped. I checked the track and its completely clear. Nothing is blocking the gates either. But in the mean-time while I search the problem, maybe one of you guys can figure it out. This also gives a sneak peak at the new crossing lights!
And dont ask about the music playing. I overlooked that when I was recording this. Dont judge me on my modding music!
Well, while I'm at it. Might as well share an update I put together quickly.
*Real women love cops, the rest marry firefighters*
Geschrieben 22 März 2014 - 03:47
"I dream of the day when chickens can cross the road without having their motives questioned."
Geschrieben 22 März 2014 - 03:51
Haha, I listen to many things when I mod...
I checked the animation though. Its still set to opened by default. I'm about ready to get some sleep (just got off work). Ill be looking into it more tomorrow. I figured if I asked for help now, I may get some answers to check out when I get back up.
Truthfully, thats my biggest set back at the moment. The rest is just small stuff. I'm moving along swiftly!
*Real women love cops, the rest marry firefighters*
Geschrieben 22 März 2014 - 04:03
I would guess that you need to check the animations in the editor - open the editor, open the mod, find the barrier, click 'Edit', and on that main window (where there are Edit Physics, Edit Children, Edit lights etc buttons) there should be a small box with animations. Check that the animation for closing is not set to 'looped'. I hope that made sense.
Geschrieben 22 März 2014 - 05:42
It does, Ive already checked that. Its still by default. That was one of the first things I checked for.
Update: I got it so the train works now. The gates begin the loop when its time for the train to come. But even after its gone they stay looped even when traffic goes back to normal.. Im beyond lost with this... The only change to even affect them was the model for the light. Which isn't even connected to the gate. They arent touching and the lights have a good distance away from the gates.
*Real women love cops, the rest marry firefighters*
Geschrieben 22 März 2014 - 08:46
It does, Ive already checked that. Its still by default.
Exactly, you dont want it on looped, you want it on single. A single animation going down when triggered, and a single animation going up when triggered(or not triggered so to speak). Loop means in a non-stop loop.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
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Geschrieben 22 März 2014 - 10:09
Geschrieben 23 März 2014 - 02:12
Exactly, you dont want it on looped, you want it on single. A single animation going down when triggered, and a single animation going up when triggered(or not triggered so to speak). Loop means in a non-stop loop.
I'm sorry, I didn't write that as clear as I should have. I already checked the animation and its still set on the default setting of none. On the map they are all set to opened. The animations were not messed with.
*Real women love cops, the rest marry firefighters*
Geschrieben 23 März 2014 - 02:21
I'm sorry, I didn't write that as clear as I should have. I already checked the animation and its still set on the default setting of none. On the map they are all set to opened. The animations were not messed with.
You were clear. It's set to default...have you TRIED setting it to single? I don't know if this is the problem or not because I havent ever messed with the railroad gates but based on prior experience with similar situations, this might just be your problem.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
Geschrieben 23 März 2014 - 06:40
great mod marshall as for your gate problem idk what that would\could be cant wait for it
Geschrieben 23 März 2014 - 07:34
Have you named the objects properly? Also make sure you have the VOs and Triggers in place.
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
Geschrieben 23 März 2014 - 12:22
Thanks everyone for the help! I actually figured it out so the problem is fixed!
THVD: Thank you!
*Real women love cops, the rest marry firefighters*
Geschrieben 24 März 2014 - 02:19
Thanks everyone for the help! I actually figured it out so the problem is fixed!
THVD: Thank you!
Just curious, what was the problem?
Please DO NOT PM ME for help. Ask your questions on the forum to help others with the same issue.
Enhance your LA Mod Freeplay Experience with LA Mod 2.0 4x4 Submod.
Los Angeles Mod v2.0 4x4 W00ds Map v1 - BETA RELEASE
If you appreciate my work, then please donate. Every little bit helps!
Geschrieben 24 März 2014 - 03:37
An object somehow got placed on the track. It was partially underneath the ground.
A small newer update:
*Real women love cops, the rest marry firefighters*
Geschrieben 24 März 2014 - 03:54
Signature Removed due to size
Geschrieben 24 März 2014 - 04:10
No, Ravenna only has full time FF's. The volunteers are 100% fictional. Although they dont make a great difference in game, they do have their moments.
*Real women love cops, the rest marry firefighters*
Geschrieben 24 März 2014 - 04:43
this all sounds great can't wait<p>
An object somehow got placed on the track. It was partially underneath the ground.
A small newer update:
- Each engine and both ambulances now have an engine script. Which may or may not stay.
- RFD now has traffic lights to halt vehicles crossing in front of the station.
- Charlestown fire engine and Rootstown ambulance have both been added.
- A ford F150 is the newest and last of the volunteer vehicles added to the fleet.
Geschrieben 24 März 2014 - 09:44
Are you going to add a Streetsboro FD truck? I know they don't Mutuial Aid Ravenna much but I for one would like to see it.
Also Supporting: RCMP mod, Stillwater mod, Lampard mod, Ravenna sub-mod, Rockport mod.
State & National Park enthusiast can help modders in park related issues.
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Geschrieben 25 März 2014 - 02:03
They do, but only for a certain section. At the moment I have:
Rootstown: Rescue & ambulance
Kent: Engine
Charlestown: Engine
Truthfully for this game. Ravenna city and township can handle an entire block on fire.. Mutual aid will rarely be used by the player, if at all. I did think about adding Streetsboro, but I'm trying to just keep it low at this point. The player even has NEAS they can use if they need more medics. Let alone the MCU is still available.
If anyone has basic knowledge of adding commands to scripts, I could use a little help with the engine script.
*Real women love cops, the rest marry firefighters*