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#21 bma

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Geschrieben 09 November 2015 - 11:21

looks really good! does the dog in the screen have any working functions?

 

It can follow the K9 officer and then it can chase and stop suspects


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#22 TheAxeMan33

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Geschrieben 10 November 2015 - 12:41

Amazing, two of the most skilled and noted modders working together to make a amazing modification, looks amazing guys great work !


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#23 Bernt

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Geschrieben 10 November 2015 - 01:15



Amazing, two of the most skilled and noted modders working together to make a amazing modification, looks amazing guys great work !

 

Thanks =D

 

a56902cc77253ea2887db722e34791a0.md.jpg


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#24 RangerDog

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Geschrieben 10 November 2015 - 09:37

Superasome! :D

 

Will there also be PRIO 2 calls, Like a wanted criminal in a house, so a planned step-in?

 

Gr Lennard


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#25 Bernt

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Geschrieben 11 November 2015 - 12:39

Yes Lennard =)

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#26 itchboy

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Geschrieben 11 November 2015 - 05:31

Thanks =D

 

a56902cc77253ea2887db722e34791a0.md.jpg

Have a question regarding this picture. What scripting function did you use to put those objects on top of the persons? Is there something in the PushActions or GameObject code that allows one to put an object above there?



#27 Dyson

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Geschrieben 11 November 2015 - 07:51

Have a question regarding this picture. What scripting function did you use to put those objects on top of the persons? Is there something in the PushActions or GameObject code that allows one to put an object above there?


It's just a child, similar to the Stryker script :)

#28 itchboy

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Geschrieben 11 November 2015 - 07:59

Today I learned. I thought it was a script lol.



#29 Dyson

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Geschrieben 11 November 2015 - 08:07

Today I learned. I thought it was a script lol.


Well it'd still be a script to activate it. But when bma was telling me I'd already attempted something similar with the "3d cursor" model to highlight victims of crimes etc. this is a clever use of it :)

#30 bma

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Geschrieben 11 November 2015 - 08:46

Today I learned. I thought it was a script lol.


You still need a little scripting, childs arent automatically shown on personel
So you have to use the command p.SetChildEnable("ChildName", true);

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#31 itchboy

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Geschrieben 11 November 2015 - 11:29

You still need a little scripting, childs arent automatically shown on personel
So you have to use the command p.SetChildEnable("ChildName", true);

Yeah, I am aware. I initially thought it was some kind of object that was added in. Turns out its actually a matter of putting it in editor and showing it ingame.

 

Now if only someone were to figure out a way to have custom icons on top of people's heads.



#32 bma

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Geschrieben 11 November 2015 - 11:42

Yeah, I am aware. I initially thought it was some kind of object that was added in. Turns out its actually a matter of putting it in editor and showing it ingame.

 

Now if only someone were to figure out a way to have custom icons on top of people's heads.

 

Create a 3D model showing the icon you want above the persons head and then you should be able to add it as a child and use it :)

We just reskined the original contamination skins 


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#33 itchboy

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Geschrieben 11 November 2015 - 01:38

Create a 3D model showing the icon you want above the persons head and then you should be able to add it as a child and use it :)

We just reskined the original contamination skins 

I'd reskin the contamination icons, but it also means that contamination for chemical and radiation is not working as intended.

 

I believe there was Chemical, Radiation and Biological. I think one of those contamination types is unused, maybe I can sacrifice that.

 

I was hoping for a triage system where an icon would appear above the injured person, but its too much pain having to add a childObject to all persons.

 

 

Back to topic with the mod. Have the mod team created house raids and much better hostage taking dynamics? I'd like to see a proper breaching entry where SWAT team storms the building through various ingresses in the house such as windows and even walls.



#34 RangerDog

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Geschrieben 11 November 2015 - 03:00

Don't think so, since its Dutch based, In the Netherlands the "entries/step-ins", are always trough doors. Sometimes windows, but never walls.

I also think it would be cool if they add that :D


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#35 Bernt

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Geschrieben 11 November 2015 - 06:34

Don't think so, since its Dutch based, In the Netherlands the "entries/step-ins", are always trough doors. Sometimes windows, but never walls.

I also think it would be cool if they add that :D

 

In Netherlands also trough walls

 


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#36 Pottyscotty

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Geschrieben 11 November 2015 - 06:52

*VIDEO*

Love how it's looking, great UI as well.


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#37 bma

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Geschrieben 11 November 2015 - 07:07

Back to topic with the mod. Have the mod team created house raids and much better hostage taking dynamics? I'd like to see a proper breaching entry where SWAT team storms the building through various ingresses in the house such as windows and even walls.


Could be fun to enter threw the wall but i dont think its possible

A great start would be if there was some animation to make the officers use an mp5 without having to kneel down :)

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#38 Pottyscotty

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Geschrieben 11 November 2015 - 07:26

Could be fun to enter threw the wall but i dont think its possible

A great start would be if there was some animation to make the officers use an mp5 without having to kneel down :)

Possibly if part of the wall was classed as a door you could break it down using a piece of equipment like an axe?

 

That would be good, I'm guessing none of the available animations could even remotely look like they are aiming a rifle while standing?


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#39 bma

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Geschrieben 11 November 2015 - 09:17

That would be good, I'm guessing none of the available animations could even remotely look like they are aiming a rifle while standing?

 

I just took another look, none of them at suitable :(


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#40 RangerDog

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Geschrieben 11 November 2015 - 09:34

Vid looks awesome!

Mayby add some more music c:


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