Prefab with animated gate V 1.9


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EvgenKo423
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Re: Prefab with animated gate V 1.8

#42 Post by EvgenKo423 » 20 Aug 2017 10:35

Mr_Catweazle wrote:
17 Jun 2017 16:21
What is the difference between this mod and Schumi's mod?
Just in case someone else (like you and me) is still curious:
- Much less companies are supported;
- Different gate models;
- No gate sounds;
- Higher gate trigger distance;
- Higher gate open speed.

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wic150
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Re: Prefab with animated gate V 1.8

#43 Post by wic150 » 20 Aug 2017 14:46

Thank you very much EvgenKo423.I wondered the same thing.
Last edited by Reef on 20 Aug 2017 18:53, edited 1 time in total.
Reason: removed unnecessary quote, please read and follow the forum rules
Greetings and thank you very much.

My WOT Profile:https://www.worldoftrucks.com/en/online ... p?id=50061

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Asphroxia
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Re: Prefab with animated gate V 1.9

#44 Post by Asphroxia » 20 Aug 2017 20:37

is this compatible with map mods? couldn't find a answer in the earlier posts

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EvgenKo423
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Re: Prefab with animated gate V 1.9

#45 Post by EvgenKo423 » 21 Aug 2017 08:49

It modifies default prefabs, so it should work for any map using these default prefabs.

Todor Alin
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Joined: 20 Dec 2015 09:02

Re: Prefab with animated gate V 1.9

#46 Post by Todor Alin » 25 Nov 2017 12:42

I make a test for beacon on animated gates, and is working. You can test-it for warehouse_large_grey_v2 (lkwlog)
Just wait to pass while beacon is on !!!!

Edit: I make the test mod independent from animated gate mod (added required hookup files)
Link updated.

Download

Stuferus
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Location: Germany

Re: Prefab with animated gate V 1.9

#47 Post by Stuferus » 08 Dec 2017 19:54

i really like scs's version of it becouse i dont have to wait for it to be fully open.. aka no invisible wall..

if you could maybe somehow copy this, it would be awesome.
Image

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