gtavicegtasanfan Posted April 7, 2006 Share Posted April 7, 2006 how do i make the caution lights work on top of tow truck. just like police cars and abulancees in san andreas Link to comment Share on other sites More sharing options...
jarjar Posted April 7, 2006 Share Posted April 7, 2006 how do i make the caution lights work on top of tow truck. just like police cars and abulancees in san andreas I don't belive that can be done through the missions script. Unless it's lights are just disabled, which i don't think they are. It would require modification through 3ds Max or GMax. I think, i'm not an expert on car model modding, but i am pretty sure it requires editing through 3ds Max. Good luck Link to comment Share on other sites More sharing options...
RaifalM3n Posted April 8, 2006 Share Posted April 8, 2006 hmm dunno because if u replace the ambulance with a chooper the lights are still there.. Link to comment Share on other sites More sharing options...
jarjar Posted April 8, 2006 Share Posted April 8, 2006 hmm dunno because if u replace the ambulance with a chooper the lights are still there.. Well like i said i'm no expert, but i don't belive this is done through mission coding. Car lights can be turned on and off through the scm, but we're not talking about normal lights are we, we're talking about the ones on the roof of the vehicle, i don't belive they we're programmed to ever work. So scm editing won't help, i know of many mods that have been made in 3ds max that add lights, like make the fog lights and stuff work. So i'm guessing the modifications need to made through 3ds max. Link to comment Share on other sites More sharing options...
RaifalM3n Posted April 8, 2006 Share Posted April 8, 2006 (edited) well...yeah i know ... i work with 3dmax.. but im sure its not a scm issue..even a 3dmax one..i once converted a ambulance and no special dummy were found...i think its a hard coded one:| maybe in the exe.. ps : the fog lights issue was fixed with 3dmax but it was a texture problem:| no lights ON texture used.. ) Edited April 8, 2006 by R1fl3m4n Link to comment Share on other sites More sharing options...
Y_Less Posted April 8, 2006 Share Posted April 8, 2006 You would need to do some pretty advanced memory hacking which is most likely not documented and very hard. Link to comment Share on other sites More sharing options...
jarjar Posted April 8, 2006 Share Posted April 8, 2006 well...yeah i know ... i work with 3dmax.. but im sure its not a scm issue..even a 3dmax one..i once converted a ambulance and no special dummy were found...i think its a hard coded one:| maybe in the exe.. ps : the fog lights issue was fixed with 3dmax but it was a texture problem:| no lights ON texture used.. ) Yep, it deffinatly isn't a scm issue. I don't know about it being hard coded though, mabye i should hop in an abulance and turn the lights on and see if i can find a memory value thats affecting it, well i might think about doing it when i get a spare chance. Either way, nothing to do with the scm. Ah, really, i though the fog lights where given a lights on layer, oh well, great mod anyway , i love it, made buying the fog lights worth the money. Good luck with doing this gtavicegtasanfan. Link to comment Share on other sites More sharing options...
DexX Posted April 8, 2006 Share Posted April 8, 2006 all the fancy flashing-em-vehicle type lights are hardcoded, from the position, color, siren sound and flashing attribute, to which vehicles even have them. If you look at the baggage carrier at the airport, it has one flashing light, on top that antenna/rod thing, which flashes at night. thats the closest you would be able to come without doing any exe work, and again, it would only be on at night, you wouldnt have any ingame control over it. And even that uses a special light type (a GTA Light, as seen on map objects), which can't be exported by current DFF exporters. Sucks, i know Link to comment Share on other sites More sharing options...
RaifalM3n Posted April 8, 2006 Share Posted April 8, 2006 (edited) yup i told u its a hard coded thing... anyway,Dexx u are talking about the OMNI-dummy? Edited April 8, 2006 by R1fl3m4n Link to comment Share on other sites More sharing options...
ZAZ Posted April 8, 2006 Share Posted April 8, 2006 space postet a code months ago in the opcode thread to create searchlights on a vehikle Its not exactly a solution for a dff-model. But its a way to give any car a moving spotlight CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
RaifalM3n Posted April 9, 2006 Share Posted April 9, 2006 hmm.. any more details about that code? Link to comment Share on other sites More sharing options...
ZAZ Posted April 9, 2006 Share Posted April 9, 2006 (edited) hmm.. any more details about that code? Again all reminders of the moderators because people should search them self and the forum have a big pool of codes and their usage, I´ll help you. 06C1: create_searchlight @0 on_vehicle $mycar offset 0.0 1.0 -.5 radius .02 target $a $b $c radius 1.0 use 06B4: set_searchlight @0 path_to $a $b $c $e $f $g speed .5 to let it move But first you must create coords: 0407: create_coordinate $a $b $c from_car $mycar offset 10.0 0.0 0.0 0407: create_coordinate $e $f $g from_car $mycar offset -10.0 0.0 0.0 P.S. Demarest would say "use local vars!" Edited April 9, 2006 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtavicegtasanfan Posted April 9, 2006 Author Share Posted April 9, 2006 what file do u look in to put these codes in> Link to comment Share on other sites More sharing options...
Y_Less Posted April 9, 2006 Share Posted April 9, 2006 You're in the MISSION CODING forum, try searching about a bit and you will easily find your answers. Link to comment Share on other sites More sharing options...
jarjar Posted April 10, 2006 Share Posted April 10, 2006 what file do u look in to put these codes in> You need to put it in the main.scm file in data/script/. Being you are in the4 MISSION CODING forum i would have thought that would be obious. You need Sammy Bulder or BW's San Andreas Mission Builder to open the main.scm, then just follow your instince, it really is't to hard. Just follow what ZAZ haas put. If you require more help then thats what this forum is for, just ask and we will be more than happy to help as long as you try it yourself first. Link to comment Share on other sites More sharing options...
RaifalM3n Posted April 10, 2006 Share Posted April 10, 2006 10x man .. Link to comment Share on other sites More sharing options...
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