[REL] Daniels Random Events

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danbywinby
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Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#251 Post by danbywinby » 17 Jan 2021 12:58

@acrox999 Completely agreed that roadworks makes much more sense for closing a whole road.

@NARS Yes apologies for not including that stuff, realised soon after the release but seen as it was only a minor update i haven't bothered with releasing anew version with all of that included. I will try to remember for the next release though :lol:

I am currently trying out the idea of adding cone tapers to the accident events that only close half of one lane. I am particularly thinking that these will make more sense for the accidents that spawn on the country lanes and rural roads even more so if you have ambulance and/or fire department on scene. However i would like to hear your thoughts on this.

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Deimenried
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Re: [REL] Daniels Random Events

#252 Post by Deimenried » 17 Jan 2021 13:13

Love this mod, but the police officers attending RTCs have some real anger issues now :lol:

danbywinby
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Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#253 Post by danbywinby » 17 Jan 2021 14:24

They do at the moment :lol: will try to add more variety of them in soon.

andysuter1972
Posts: 15
Joined: 23 Jul 2020 16:28

Re: [REL] Daniels Random Events

#254 Post by andysuter1972 » 20 Jan 2021 13:01

Shark76 wrote:
08 Jan 2021 17:47
@andysuter1972 are you in 1.39 ?
Sorry, just seen this reply (i hadnt ticked subscribe to the post)

Yes 1.39. I have events on max. ONly one i have seen so far is a lone car broken at side of road with steam coming from engine. Not sure if thats a default scs event though.

As mentioned, the mod thumbnail is just the greyed out ETS logo in mod manager for me. Is that right?

EDIT - Solved it. I had detours set at min/off (even though i had events at max). As soon as i increased it, the events started appearing, even if it wasnt a detour.

danbywinby
Posts: 2824
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#255 Post by danbywinby » 21 Jan 2021 18:46

I have been working on tweaking the 'narrow' accident scenes.

As you can see in the screenshots below i have added lots more varieties of the police officers on scene.

I am also trying out a different approach for generating the actual accident scene itself rather than creating the entire scene itself i have simply created scenes of each vehicle in various positions and the game then randomly chooses two scenes out of the selection. This approach will allow for a lot more variety of accident scenes in the generated events.

Please let me know what you think of this approach and whether you think i should use this approach going forward more or not.

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Last edited by danbywinby on 21 Jan 2021 19:39, edited 1 time in total.

Scottvdken
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Joined: 22 Oct 2015 16:48

Re: [REL] Daniels Random Events

#256 Post by Scottvdken » 21 Jan 2021 19:02

Great work! I like this approach very much. Looking forward to the update

andysuter1972
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Joined: 23 Jul 2020 16:28

Re: [REL] Daniels Random Events

#257 Post by andysuter1972 » 22 Jan 2021 16:50

Just a thought, does this work in promods or just vanilla maps?

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djadlib
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Re: [REL] Daniels Random Events

#258 Post by djadlib » 22 Jan 2021 16:52

Works in promods :)
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andysuter1972
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Re: [REL] Daniels Random Events

#259 Post by andysuter1972 » 22 Jan 2021 17:28

djadlib wrote:
22 Jan 2021 16:52
Works in promods :)
Thanks. I still dont get that many events :(

danbywinby
Posts: 2824
Joined: 20 Dec 2012 18:45

Re: [REL] Daniels Random Events

#260 Post by danbywinby » 22 Jan 2021 22:57

@andysuter1972 Have you set the slider in the gameplay options to the highest setting? If you have and you still aren't seeing many events i would suggest manually setting it in the game console on your game config file (more details on how to do this can be found here viewtopic.php?t=61852). I believe the setting is g_events or g_road_events or something along those lines. I believe the ingame slider sets it between 0 and 3 but it can be set higher, I have mine on 10 so I see plenty for testing purposes.

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