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Found 3 results

  1. [EN] Hello! I decided to make more realistic retextures for vanilla machines. I decided to create a mods theme on the forum, maybe someone is more comfortable. Work is still ongoing!) [RU] Всем привет! Я решил сделать более реалистичные ретекстуры для ванильных машин. Решил создать тему мода на форуме, возможно кому то так удобнее. Работа все еще продолжается!) Мод тут | Mod Here
  2. I made a mod that flashes the light bars of Emergency Service Vehicles such as police cars, ambulances, and firetrucks. Just thought I'd share it for anyone who's interested. This mod's purpose is to have police, fire, and ambulance vehicles feel like they responded to zombie incidents and have abandoned their vehicles. Description Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513 [04/18/2020] - Tested on Build 40 and IWBUMS Build 41. Tested on Build 40.43 Multiplayer. Added simple Language Translations. Mod Features: 99% chance (5% in parking lots) for Emergency Service Vehicles to have their light bars flashing. There is a 2 month timer (by default) for all vehicle flash % chances to slowly decrease to 0%. The sandbox option "Months Since The Apocalypse" determines how much time has already passed. It is located in the "World" tab when starting a new sandbox game. (Note: Playing the mode "Six Months Later" will start you 6 months ahead and go pass the 2 month default timer.) Added the option for keys to be spawned in vehicles that flash their lights. Default settings is "false". 10.0% chance for Emergency Service Vehicles to have their sirens on, if and only if they have their lightbars on. LIMIT: Only 1 siren can sound per save/world. On a server, this mod will use the host's settings. If you are the host, it will use your settings. To change this mod's settings, go to the title screen or pause menu if in-game. Click on "Options". On the top-right, click on "FLightBars". If it is not there, click on the small arrow icon on the top-right. This should reveal the tab if it's off-screen. If you are in-game, save and reload the save file to apply the new settings. --- Build 41.26 Link: https://pzwiki.net/wiki/Build_41#IWBUMS_Build_41.26 --- Build 41.26+ IWBUMS has a revamped mod system. Each save file has their own list of mods. If you do want to use this mod for your old saves on that build, go to the title screen, click "Load", click on the file you want to load but don't start the game. There's a "More..." button on the bottom right the screen for each save file, click on that. Click "Choose Mods...". After that, find and Enable this mod. Click "Back" and load the save file. It should now work on the old save file. Language Translations: Simple Translations for: AF, ES-AR, CH, CN, CS, DA, DE, EE, ES, FR, HU, IT, JP, KO, NL, NO, PL, PT, PTBR, RU, TH, TR. If you want to improve or add better translations, let me know here: https://steamcommunity.com/workshop/filedetails/discussion/1970747513/3540329465446088992/ .
  3. At this moment I do not know how work the principle of using service paintjob at services vehicles, but I want to suggest using a variable number to assign a pattern at the vehicles. For example, I'll take a sample of vehicle liverys from GTA IV and GTA V. This will be useful for optimizing the game. Now for more details: In GTA V, we can find vehicles with a variation of numbers on the roofs of patrol cars / taxi / firetruck's. Is that how different textures are applied on one model. Long time ago I did the LCPD Cruisers for GTA IV and use diffirent livery to make use a one car for ownership to different regions of the city with different textures. Example: 1. Libery City Polcie Department livery Port Tudor Polcie Department livery Alderney City State Police livery In exactly the same way, we can use one model for different cities in Project Zomboid by setting the livery binding parameter to the spawn region. if Muldraugh = "1" then copcar1_livery = "1" - copcar1 at spawn position around Muldraugh spawned with livery 1 (Muldraugh Police Dept.) West Point = "2" then copcar1_livery = "2" - copcar1 at spawn position around West Point spawned with livery 2 (West Point Police Dept.) Valley Station = "3" then copcar1_livery = "3" - copcar1 at spawn position around Valley Station spawned with livery 3 (Valley Station Sheriff Dept.) Louisville = "4" then copcar1_livery = "4" - copcar1 at spawn position around Louisville spawned with livery 4 (Louisville Sheriff Dept.) Brandenburg = "5" then copcar1_livery = "5" - copcar1 at spawn position around Brandenburg spawned with livery 5 (Brandenburg Police Dept.) Fort Knox = "6" then copcar1_livery = "6" - copcar1 at spawn position around Fort Knox spawned with livery 6 (Fort Knox Sheriff Dept.) ... = "7" then copcar1_livery = "7" - copcar1 at spawn position around %new city% spawned with livery 7 (%new city%) ... = "8" then copcar1_livery = "8" - copcar1 at spawn position around %new city% spawned with livery 8 (%new city%) ... etc. I think this approach will help to bring variety and realism into the game. Thank you!
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