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Los Angeles Mod bugs, issues and problems


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#61 Xplorer4x4

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Geschrieben 24 Dezember 2009 - 10:53

No the handler should get the dog when he exits the car.

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#62 Hoppah

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Geschrieben 24 Dezember 2009 - 12:30

I think Hoppah said that this happened so it's supposed to do that. I can't remeber why he said it did that though.

EDIT:


Because the tarp only replaces the model of the body and does not edit the properties of the body. It's normal (for the game) that FF/PM's keep trying to revive uncovered dead bodies.

#63 Xplorer4x4

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Geschrieben 24 Dezember 2009 - 12:54

Wouldnt you be able to swap prototypes and that way you could put a condition in to check if a body has a tarp so that the game knows not to treat victims with tarps on them?

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#64 Hoppah

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Geschrieben 24 Dezember 2009 - 12:56

If I'd swap the prototype the victim would not be recognized as a person/victim (by the game) anymore.

#65 station9emt/firefighter

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Geschrieben 24 Dezember 2009 - 01:50

so how come i cant get my dog?!?!
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#66 Hoppah

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Geschrieben 24 Dezember 2009 - 04:40

so how come i cant get my dog?!?!


Select a K-9 vehicle and press the Empty Vehicle button should work.

#67 O'Neill

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Geschrieben 24 Dezember 2009 - 05:14

so how come i cant get my dog?!?!


I've encountered this bug too. I just get the handler back into the car and empty the car again, then he gets the dog out.

Another thing I noticed is sometimes I hear sheep in the area when the dog is out and he seems to wander a bit like he's herding.
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#68 hiddetjuh

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Geschrieben 24 Dezember 2009 - 06:01

In multiplayer, the rappel(i dont know the exact name) of the army helicopter doesn't work. If you drop soldiers out of the helicopter when it still flies the soldiers aren't visible for the player who are the soldiers from. So the other players can see the soldiers.

#69 jab16

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Geschrieben 24 Dezember 2009 - 08:27

On the oilrig mission, droped divers will walk on the water.

Also 2 or more dogs out, will conflict with eachother so make sure one handler and his dog are out of the range of the other handler and his dog.
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#70 Agentchung

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Geschrieben 25 Dezember 2009 - 06:57

On the oilrig mission, droped divers will walk on the water.

Also 2 or more dogs out, will conflict with eachother so make sure one handler and his dog are out of the range of the other handler and his dog.


Yeah. I noticed this as well, but this was a bit different for me. When I had both handlers and both canines out. Only one canine was responding to BOTH of the officers commands... The other canine just stood there... The commands to the other canine were obeyed when I put the other back into the vehicle.

#71 Eazyili

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Geschrieben 25 Dezember 2009 - 11:57

I've encountered this bug too. I just get the handler back into the car and empty the car again, then he gets the dog out.

Another thing I noticed is sometimes I hear sheep in the area when the dog is out and he seems to wander a bit like he's herding.


I had that one time to with a riot, the dog was lost everytime. Even calling him by the handler didn't work because he comes a bit closer and then runs off somewhere else.
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#72 phuccmtt

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Geschrieben 25 Dezember 2009 - 12:36

I get the bug in multiplayer: when the police car (with 2 officer inside) chase the thief,when 2 police get out car and I can't see him anymore, 2 officer missing with thief, sometime the thief in car but the officer still missing.
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#73 Kahlua

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Geschrieben 25 Dezember 2009 - 04:55

I have found that I cannot come to the aid of the victim behind the bail bonds shop... My medics all get pinned between the wall and the van thats usually there.

#74 Firstyminator

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Geschrieben 25 Dezember 2009 - 05:12

There are some problems with vehicle wrecks.. my game crashes at some points when i remove wrecks, or when they become wrecked ( car accident, or explosion ) .. the game drops to desktop. hmm

Logfile end.


|Model contains 1721 vertices, 926 polygons, 0 bones, 0 muscleanimframes
Prototype mod:Prototypes/Objects/Wrecks/heliwreck01.e4p precached
|Loading Model mod:Models\Objects\Wrecks\truckwreck03.v3o
|[VNUM=1.43]
|Model contains 1721 vertices, 914 polygons, 0 bones, 0 muscleanimframes
Prototype mod:Prototypes/Objects/Wrecks/truckwreck03.e4p precached
Loading gamma ramp...
--- load time profile begin ---
--- load time profile end ---
Destroy Network...
Deleting units...
Destroy XGUI...
Destroy Audio...
Destroy GameFramework...
Destroy GFX...
Destroy Vision...
|VisMain_cl::DeInit
|DeInitializing Object Data...
|DeInitializing World Data...
|DeInitializing Surface and Texture Data...
|Dump resources...
|...no resource leaks.
|Deallocated fast Geometry Buffer.
Destroy Input...
Destroy Scriptscheduler...
Destroy Timer...
Destroy Screen...
Destroy UpdateChain...
Destroy Console...
Destroy Filesystem...
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#75 Guest_ModMaker2009_*

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Geschrieben 25 Dezember 2009 - 05:23

Hi,

Been checking out the new version of LA Mod and noticed a few problems/bugs,

1) The police dog goes kinda slow..

2) How do you stop the police dog attacking the criminal once hes caught him so the officer can arrest him rather than the dog injure him then we need to call EMS and waste resources

3) The new officers comand to "Check Victim" doesn't seem to work.. When can we use it? Because when the dog has injured the criminal i tried to click "Check Victim" and nothing was highlighted..

will edit this post if i come across any other problems.

Thanks

#76 Hoppah

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Geschrieben 25 Dezember 2009 - 07:36

Hi,

Been checking out the new version of LA Mod and noticed a few problems/bugs,

1) The police dog goes kinda slow..

2) How do you stop the police dog attacking the criminal once hes caught him so the officer can arrest him rather than the dog injure him then we need to call EMS and waste resources

3) The new officers comand to "Check Victim" doesn't seem to work.. When can we use it? Because when the dog has injured the criminal i tried to click "Check Victim" and nothing was highlighted..

will edit this post if i come across any other problems.

Thanks


1) Not sure if I can change that

2) Get the officer close to the dog and use the Call Dog command again.

3) Where do you want to use it for? The Check Victim command is only used to cover dead bodies or the Missing Person event in Deluxe freeplay.

#77 Xplorer4x4

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Geschrieben 26 Dezember 2009 - 03:11

then we need to call EMS and waste resources

In terms of realism, I think its usually procedure to send EMS in such a case anyways, and using the default settings, its pretty hard to run out of cash to buy another ambulance if needed.

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#78 andrew2007

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Geschrieben 26 Dezember 2009 - 05:07

I'm not sure if this has been mentioned, but in a few cases the Police Dog has gone astray and the handler can't control the dog anymore - yet the dog doesn't show on the map or has any visible signs to allow it to be found (via a blip or anything, well at least not in my case.)

Anyway this can be stopped?
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#79 Guest_ModMaker2009_*

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Geschrieben 26 Dezember 2009 - 10:58

In terms of realism, I think its usually procedure to send EMS in such a case anyways, and using the default settings, its pretty hard to run out of cash to buy another ambulance if needed.


Good point, but I use a Trainer for the game so I just press 9 and I get about £9999999 so im fine hehhe :holdglass:

But, I was just saying about wasting resources it seems silly sending EMS to every mainly every call involving police due to the fact the dog keeps injuring the criminal.

How come the Fire Engines never run out of water?

We should have to call in a extra water supply engine or somthing, it would make it realalistic if the engines did eventually run out of water.

#80 randomperson139

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Geschrieben 26 Dezember 2009 - 01:45

How come the Fire Engines never run out of water?

We should have to call in a extra water supply engine or somthing, it would make it realalistic if the engines did eventually run out of water.

They don't run out of water in the original game either. Hoppah hasn't made a script for them to run out of water.

BTW Don't double post. Use the edit button.
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