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FlaviusCZ

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Everything posted by FlaviusCZ

  1. Now it works! A few more suggestions: 1. Sometimes, units do spawn right next to the player. There should be minimum spawning distance from the player. 2. Sometimes, not all units make it to the player, get stuck at spawn. Perhaps you should clear spawning area of traffic first, make units spawn one by one, oriented towards player or something to minimalize this. 3. Ability to define what models can spawn (including addons) would be just perfect! Anyway, good work!
  2. Well, my settings are: [MedicCity] MultiUnitProbability=100 MaxPossibleUnits=2 [MedicCounty] MultiUnitProbability=100 MaxPossibleUnits=2 [FireCity] MultiUnitProbability=100 MaxPossibleUnits=3 [FireCounty] MultiUnitProbability=100 MaxPossibleUnits=2 and this is what i get: [3/17/2020 12:59:04 AM.859] LSPD First Response: [AmbEmerResp] Getting multi-unit probability for Fire response [3/17/2020 12:59:04 AM.859] LSPD First Response: [AmbEmerResp] Generating 1 unit response for Fire [3/17/2020 12:59:04 AM.966] LSPD First Response: [AmbEmerResp] Unit 1 created [3/17/2020 1:02:22 AM.033] LSPD First Response: [AmbEmerResp] Getting multi-unit probability for Medic response [3/17/2020 1:02:22 AM.033] LSPD First Response: [AmbEmerResp] Generating 1 unit response for Medic [3/17/2020 1:02:22 AM.038] LSPD First Response: [AmbEmerResp] Unit 1 created [3/17/2020 1:04:29 AM.714] LSPD First Response: [AmbEmerResp] Getting multi-unit probability for Medic response [3/17/2020 1:04:29 AM.714] LSPD First Response: [AmbEmerResp] Generating 1 unit response for Medic [3/17/2020 1:04:29 AM.719] LSPD First Response: [AmbEmerResp] Unit 1 created
  3. My MaxPossibleUnits values are default: 8 (PoliceCity), 4 (PoliceCounty), 2 (MedicCity), 2, 3, 2, 4, 2, 3, 3.
  4. I have all MultiUnitProbability values set to 100. All other values are default.
  5. Nice plugin! It shouldn't be limited to on-duty. And "MultiUnitProbability" doesn't work for me. Whatever number I set, only one unit arrives.
  6. Arjent addon still in the game? Great liveries by the way!
  7. FlaviusCZ commented on F5544's gallery image in GTA V Galleries
  8. FlaviusCZ commented on F5544's gallery image in GTA V Galleries
    Absolutely stunning! I didn't expect to see more of your cars. I'm glad I was wrong. And please don't kill the NON-ELS version. Not everyone use ELS. Thank you.
  9. FlaviusCZ commented on Voit Turyv's gallery image in GTA V Galleries
  10. FlaviusCZ commented on 11john11's gallery image in GTA V Galleries
  11. FlaviusCZ commented on BILLWARD's gallery image in GTA V Galleries
    As for the Chargers, there are too many lights on the front window and no grille lights. Other than that, looking good.
    This, Assorted Callouts and PeterUCallouts are the best callouts in the game so far. Thank you very much for making this!
    This, Assorted Callouts and LPCallouts are the best callouts in the game so far. Thank you very much for making this!
  12. Agreed. I find funny how people take pride in making real-life emergency vehicles and lightbars with accurate light patterns but with no coronas, which leads to the fact that lights are visible on a distance of barely 20 meters. So you need to search for non ELS vehicles using coronas, like all Bxbugs cars, Captain14 cars, latest BlackJesus cars and maybe a few others. With carcols being editable now, you can make nearly any light pattern of your own with these cars. I’m afraid with all the ELS mania, it will get worse and worse…
  13. Yes, you can use normal vehicles but it appears that ELS ruins lighting extras (switching lightbars, adding/removing grille light, dash lights etc.) on non ELS vehicles from default police Stanier to all other Bxbugs's cars. Which is bad!

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