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  • Ron

    Nevermind, did another test and hadn't seen that before but now its doing it. Did a couple laps around the map and it looks like it cleared itself up. Might be the engine defaulting to one of those. Will be something I evaluate again down the road if I can learn more .net scripting to address those issues.

    43 minuter sen
  • Ron

    Oh and of course while you tinker with those, be sure to make a backup of both the update.rpf and meta. I won't be held responsible for any custom edits :P (this is aimed for mostly anybody that decides to attempt this and it messes up their game - though it shouldn't).

    Also I can make an updated video on what a standard cruise looks like to me.

    1 timma sedan
  • Ron

    @Yoko Daisuke sorry to hear that. All this mod does is delete semis that don't have trailers (or tries very hard to get them all). You may have to go into your vehicle meta and change some settings so you can make sure the spawn chance is different.

    Find these lines (this is for my <modelName>trailers</modelName>):
    <identicalModelSpawnDistance value="1000" />
    <maxNumOfSameColor value="1" />
    <frequency value="100" />
    <maxNum value="5" />

    Change to whatever you like.

    identicalModelSpawnDistance value - is how close another like it will spawn.
    maxNumOfSameColor - value how many of the same color(?) can spawn. set to 1 if you want to force liveries to choose a different color/texture.
    frequency value - might be a percent but tells the game how likely it should spawn.
    maxNum value - might be the total number in the world?

    1 timma sedan
  • Ron

    @dodgeboy121 I won't add deformation to this mod. @mcal9909 provided some code I'll look at this weekend to possibly implement as its own standalone version (gotta test and see what it actually does though).

    1 timma sedan
  • Ron

    @Swed1431 just checked codewalker (forgot about that location) but yes it does use the same models and isn't static so it should be fine.

    1 timma sedan
  • Ron

    @BeeberIsBack thanks! I'll pass on that, I think there are mods that already do that (like cops back on beat or something).

    2 dagar sen
  • Ron

    @azzman_01 thanks! ya that would require a great deal of work, especially outside of my own goals.

    2 dagar sen
  • Ron

    @bravo-one-charlie thanks for the suggestion but I'm barely breaking into .net scripting and basic GTA. I also don't have the intentions of developing for LSPDFR either (no offense). I think I also saw one for LSPDFR that was way more developed for that community.

    3 dagar sen
  • Ron

    @epcotsinbarboeza ya I noticed that the other day when testing. No promises but I'll look at and try to find out how those behave. You can kind of do it with a built in physics parameter but once they break, they get cleaned up and deleted by the engine. Not sure how much I can alter that without spending too much manual time.

    Now I was saying to someone else that with a combo with the physics parameter mentioned, it could still cause a heavy hit, fall over with heavier weight than vanilla and do damage both times.

    3 dagar sen
  • Ron

    @BigBrotherDude I think its fine you're asking questions to find out but having said that, your question is literally answered just above your post. Plus another user requested it.

    3 dagar sen