Cars

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Bearbear65
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Re: Re:Cars

#41

Post by Bearbear65 » Tue Sep 26, 2017 10:01

Jesus wrote:
Tue Sep 26, 2017 0:01
Lobby wrote:
Wed May 03, 2017 21:28
It's just $cartv00 :)
can i get the texture of the tv car?
It's in the first post
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Re: Cars

#42

Post by THEMAX » Tue Sep 26, 2017 13:06

Can I get the texture of military tank and of swat helicopter ?
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Re: Re:Cars

#43

Post by Jesus » Fri Sep 29, 2017 21:36

Bearbear65 wrote:
Tue Sep 26, 2017 10:01
Jesus wrote:
Tue Sep 26, 2017 0:01
Lobby wrote:
Wed May 03, 2017 21:28
It's just $cartv00 :)
can i get the texture of the tv car?
It's in the first post
Thanks 😊

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Re: Cars

#44

Post by A guy from Malaysia » Sat Sep 30, 2017 7:38

Are you Jesus?
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Re: Cars

#45

Post by Lobby » Sun Oct 01, 2017 22:57

Busses:
busses.png
busses.png (3.42 KiB) Viewed 1752 times
SWAT:
swat.png
swat.png (618 Bytes) Viewed 1752 times
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Re: Cars

#46

Post by Wekabu city » Fri Jan 12, 2018 1:14

I've got a Question about the car spawning:
Can the target be a specific Zone ?
Oh Hey, you probably stumbled upon a 1 yrs old post.

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Re: Cars

#47

Post by CommanderABab » Fri Jan 12, 2018 8:31

Wekabu city wrote:
Fri Jan 12, 2018 1:14
I've got a Question about the car spawning:
Can the target be a specific Zone ?
I've used "$zoneresidential" as a target with no problem.
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Re: Cars

#48

Post by CommanderABab » Fri Jan 12, 2018 9:45

It's just one of a list.
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Re: Cars

#49

Post by Wekabu city » Fri Jan 12, 2018 12:28

Ok, thanks
Oh Hey, you probably stumbled upon a 1 yrs old post.

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Re: Cars

#50

Post by Borbor » Thu Jan 25, 2018 17:45

@lobby[Posts][PM] I have 2 questions:
1-)Will the textures and json structures of the add-on buses change?
2-)When we make a bus add-on, will it take the place of other game buses?
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Re: Cars

#51

Post by Lobby » Fri Jan 26, 2018 1:51

1. The new bus system uses new features to generate cars in different colors. I'll explain that in the future.

2. You have to add this into your bus definition:

Code: Select all

"template":"$template_bus00"
The bus will then be added to the variants of busses.
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Re: Cars

#52

Post by CommanderABab » Fri Feb 02, 2018 1:24

My plugins spawn cars just fine. Keep traffic set at 2x or less in the settings. Give the cars targets to go to and a fairly large radius so that they have a chance of finding targets.
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Re: Cars

#53

Post by Bearbear65 » Mon Jun 04, 2018 13:24

From beta 1.4.84 you can use:

Code: Select all

"v2":[0,0,0,0]
This allows you to shift/move cars by adjusting it's height.
By changing the value you can change the height of the specific frame.
The numbers indicate the frames in this order:
carsample.png
carsample.png (1007 Bytes) Viewed 2142 times
By writing the following you will adjust the 1st and 3rd frame by +1.

Code: Select all

"v2":[1,0,1,0]
Correct me if I'm wrong with any of this information! :json
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Re: Cars

#54

Post by CommanderABab » Mon Jun 04, 2018 17:59

That ability has been around for a few versions now.

It will work in the last public version also.
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Re: Cars

#55

Post by NEPman » Fri Jun 08, 2018 18:36

I have one question. I want to make ship spawner. How can I write it? As "car spawner" or "ship spawner"?

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Re: Cars

#56

Post by yusuf8a684 » Mon Jul 16, 2018 13:07

I need tractor textures, where can i find it?
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Re: Cars

#57

Post by Bearbear65 » Fri Jul 20, 2018 0:18

yusuf8a684 wrote:
Mon Jul 16, 2018 13:07
I need tractor textures, where can i find it?
Couldn't find it in the world texture :bt
But here
Tractors.png
Tractors.png (4.06 KiB) Viewed 1910 times
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Re: Cars

#58

Post by sairam » Sun Aug 12, 2018 16:05

I have a problem the car frame partly v1 and v2. How to use the graphics. Please help. I'll upload the frame of car. Here it is.
file_3.png
file_3.png (889 Bytes) Viewed 1781 times
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Re: Cars

#59

Post by CommanderABab » Sun Aug 12, 2018 16:42

Screenshot_20180812-101735.jpg
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Re: Cars

#60

Post by CommanderABab » Sun Aug 12, 2018 17:26

Or vice versa :)
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