[REL] Cabin Strobe Lights V4.2 [02/10/23]

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Chief86
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Re: [REL] Cabin Strobe Lights V3 [4/13/20]

#41 Post by Chief86 » 28 Oct 2020 19:33

if you use this: //unit/hookup
it will use the hookups from the base and the mod. provided you have to hookups folder in the mod in question. if still not working try refreshing the hookups. still the same reset the project base folder. again still nothing have to reassign them again.
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V3 [4/13/20]

#42 Post by LeafeonGold » 28 Oct 2020 20:45

It's already using "//unit/hookup"

I added a copy of the "orangel" flare to the unit folder in my mod folder, and annoyingly, that shows now, but the rest of my hookups still don't.

[ external image ]

Would it be because of the headers of my hookups are all "flare_blink"? That shouldn't be a reason, but at this point, I wouldn't be surprised.
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V4 [11/20/20]

#43 Post by LeafeonGold » 20 Nov 2020 05:27

So, I've figured out that my blender woes were because my hookup file was encoded as a "UTF-8-BOM" file instead of just "UTF-8". Unfortunately, this did not fix the parsing issue in game. Maybe @Max might be able to ask a programmer to check if anything weird happened to whatever code parses variants for accessories? V3 of this mod is available to be ripped apart, which looked perfectly fine in Blender.

V4 has been updated, with the main major points being me separating this mod back into 66 different models to fix the flashing bug, and there's a small hookup file update to address interior flashback.
Check the first post, or if you use the Steam Workshop, you should already have the update.
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V4 [11/20/20]

#44 Post by LeafeonGold » 31 Mar 2021 10:48

Hi, i'm aware that my flares most likely don't work well at all in 1.40, I will update them as soon as I get a chance.
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V4.1 [04/03/21]

#45 Post by LeafeonGold » 03 Apr 2021 05:33

Version 4.1 is live on Steam, and for manual download.
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V4.2 [02/10/23]

#46 Post by LeafeonGold » 10 Feb 2023 07:52

I have published update 4.2!

This mod should support Jon Ruda's trucks now, please let me know if it doesn't. I also messed around with the UI images to make my entries stick out a little more, and set up my def files to make supporting more trucks easier. I have also set up another flash pattern that will come a little later.
"Don't try extra hard to make your presence known, but make sure your absence is noticed."

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GT182
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Re: Cabin Strobe Lights V1 [4/21]

#47 Post by GT182 » 13 Feb 2023 23:18

BK Vissers wrote: 23 Apr 2018 11:51 That is really cool! Would it be legal do do that, however? Don’t marker lights have to function solely as marker lights? Not a complaint, just curiosity. I like this mod. :)
Yes, in real life marker lights are marker lights only. Beacons are a separate entity of their own. And only one of 2 colors depending which way you approach them. Not just the big trucks and trailers but for any vehicle on the highways. Yes, your car, your pickup, whatever is driven. Yellow facing the front and red facing the rear. Use any other color and you will be ticketed. Don't ask me how I know. :roll:

But then again ATS and ETS2 are just simple simulations, and real-life rules are hardly followed.
Gary - CB code name: CW
Formerly from Northern NY on the Ontario/Quebec borders.
I've hauled ass down the road to deliver new cars and trucks, fuel, freight, and produce. Now I'm addicted to ATS doing the same thing in a simulation. :roll:
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V4.2 [02/10/23]

#48 Post by LeafeonGold » 14 Feb 2023 06:00

I see more pickups with white cab marker lights than amber around here. :lol:
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SlashBeefgnaws
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Re: [REL] Cabin Strobe Lights V4.2 [02/10/23]

#49 Post by SlashBeefgnaws » 14 Feb 2023 09:47

I don't know how I missed this mod for so many years but it is going to be a new staple for me. Thank you so much!
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LeafeonGold
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Re: [REL] Cabin Strobe Lights V4.2 [02/10/23]

#50 Post by LeafeonGold » 18 Feb 2023 01:53

The next pattern is: The Whelen "Random" pattern. Most commonly seen on traffic advisors, however the Philadelphia Police Department ( where I live :D ) uses the "Burst" variant on their lightbars. The difference between this and the burst variant is that the whole lightbar will double flash twice after completing a sweep. I'm probably going to add that one to this mod as well.
"Don't try extra hard to make your presence known, but make sure your absence is noticed."

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