Crossing walkers V 1.2
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SCS as a company do not wish to have paid mods on this forum. While we understand that not all paid mods use the Intellectual Property of other companies/people, it is very hard to moderate what is and isn't acceptable when money is involved. There are also concerns that it could look unfavorable to potential work partners going forward if SCS allow mods that may potentially use unlicensed branding.
Posting in the Mods forum (ATS and ETS2) is restricted to sharing free-to-the-public mods and providing support for mods. For more details, please check the Forum Rules.
- The Nightgames
- Posts: 441
- Joined: 19 May 2019 11:03
- Location: Düsseldorf / Germany
Re: Crossing walkers V 1.2
There will be an update for the 1.38 which runs for all DLC's as well as the reconstruction of Germany
Discord Server: https://discord.gg/H4B9gWTRyc (ERN-Map)
Support_Rhineland Map: https://discord.gg/HJdX64sfPF (Rhineland Map)
Support_Rhineland Map: https://discord.gg/HJdX64sfPF (Rhineland Map)
Re: Crossing walkers V 1.2
Zombies ?
I might get easily frustrated and say something wrong on occasion, but I never really mean it. Please do what I often cant, dont take it too personal. And please forgive me. Thanks guys.
Re: Crossing walkers V 1.2
Will this project ever be improved? I removed the materials in Blender of the "road 1x sidewalk end 4m walker" prefab, but now I get the error called "Unable to find profile '' for semaphore 0 (prefab/fork.road_1x_sidewalk_end_4m_walker.ppd)."
ANyone managed to do a invisible one that is also working?
ANyone managed to do a invisible one that is also working?
ProMods Romania Developer
https://discord.gg/2HezBQTw7v
Creator of RO-Rebuild Project
viewtopic.php?f=32&t=297813
https://discord.gg/2HezBQTw7v
Creator of RO-Rebuild Project
viewtopic.php?f=32&t=297813
- The Nightgames
- Posts: 441
- Joined: 19 May 2019 11:03
- Location: Düsseldorf / Germany
Re: Crossing walkers V 1.2
this project has been discontinued in my opinion
Last edited by The Nightgames on 12 Apr 2021 17:09, edited 1 time in total.
Discord Server: https://discord.gg/H4B9gWTRyc (ERN-Map)
Support_Rhineland Map: https://discord.gg/HJdX64sfPF (Rhineland Map)
Support_Rhineland Map: https://discord.gg/HJdX64sfPF (Rhineland Map)
Re: Crossing walkers V 1.2
Sad idea, it was a project with potential
ProMods Romania Developer
https://discord.gg/2HezBQTw7v
Creator of RO-Rebuild Project
viewtopic.php?f=32&t=297813
https://discord.gg/2HezBQTw7v
Creator of RO-Rebuild Project
viewtopic.php?f=32&t=297813
- Bulldozer 1973
- Posts: 1191
- Joined: 21 Dec 2012 00:27
- Location: Treuchtlingen / Germany
- Contact:
Re: Crossing walkers V 1.2
Nice Mod.
Greetings,
Harald
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Sorry for my bad english, i from germany. I use Translators deepl.com / google.de
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I will not distribute a modified mods without permission from the original creator / author!
Harald
---
Sorry for my bad english, i from germany. I use Translators deepl.com / google.de
---
I will not distribute a modified mods without permission from the original creator / author!
Re: Crossing walkers V 1.2
Hi,
I tryed this nice demo and it works.
but try figured out how it works precisely.
1. I opened the 2.mdb file (in Walker_crossing_V1.1.scs)
2. i activated on the /prefab/fork/road_sidewalk_end_4m_walker.ppd the Semaphores (<default>)
3. I entered the traffic tool and Access / Spawing panel and added some vehicle
and yes the cars is stopped when mover/ walker is crossing the road
My question is to @Todor Alin or others , how semaphore know that the mover / walker is a barrier ? Maybe you setup a unique properties for mover in blender 3d?
Because when i create a new mover i.e. mover.walkerm_all and add it form Content browser it will not works. Only works if i copyed your original mover and paste it.
I see that you set up in the semaphore_profile.walker.sii to type[0]: barrier_distance
so when i create a new mover from Content browser can i set up something special to became a barrier?
Thank you!
I tryed this nice demo and it works.
but try figured out how it works precisely.
1. I opened the 2.mdb file (in Walker_crossing_V1.1.scs)
2. i activated on the /prefab/fork/road_sidewalk_end_4m_walker.ppd the Semaphores (<default>)
3. I entered the traffic tool and Access / Spawing panel and added some vehicle
and yes the cars is stopped when mover/ walker is crossing the road
My question is to @Todor Alin or others , how semaphore know that the mover / walker is a barrier ? Maybe you setup a unique properties for mover in blender 3d?
Because when i create a new mover i.e. mover.walkerm_all and add it form Content browser it will not works. Only works if i copyed your original mover and paste it.
I see that you set up in the semaphore_profile.walker.sii to type[0]: barrier_distance
so when i create a new mover from Content browser can i set up something special to became a barrier?
Thank you!
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