Author Topic: Emergency lightbars/ sirens  (Read 2276 times)

EliteTerm

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Emergency lightbars/ sirens
« on: September 09, 2011, 01:04:12 am »
I was told that VRocker is currently working on fixing the sync for sirens, but just a minor suggestion to add along with it.

Would it be possible to get the lightbar/ sirens scripted in a manner like SetTaxiLight and be separated to allow using only lightbar without the siren or vice-versa?

Thanks for taking the time in looking at this!
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Prada

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Re: Emergency lightbars/ sirens
« Reply #1 on: September 09, 2011, 01:49:29 pm »
Probably yes.

AdTec_224

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Re: Emergency lightbars/ sirens
« Reply #2 on: September 12, 2011, 10:56:32 pm »
As of 0.1.0.11 you should be able to do this with the script command:

Code: [Select]
vehicle.SirenLight = <bool>;
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SugarD

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Re: Emergency lightbars/ sirens
« Reply #3 on: September 13, 2011, 01:06:34 am »
The sirens/lights work manually as they should though now, correct?

AdTec_224

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Re: Emergency lightbars/ sirens
« Reply #4 on: September 13, 2011, 01:11:17 am »
Indeed they should until they are forced on by the server.

SugarD

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Re: Emergency lightbars/ sirens
« Reply #5 on: September 13, 2011, 01:12:53 am »
Indeed they should until they are forced on by the server.
Is there a way for the server to release control so they can go back to manual usage? Just curious as I haven't tested it yet, but I know with the CLEO Mod ELM in SA:MP, the car lights lose server control once ELM is activated, so I'd hate to see a similar issue with the lights/sirens here :)

AdTec_224

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Re: Emergency lightbars/ sirens
« Reply #6 on: September 13, 2011, 01:18:20 am »
when vehicle.SirenLight is set to false that basicly releases control of the lights.

SugarD

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Re: Emergency lightbars/ sirens
« Reply #7 on: September 13, 2011, 01:21:04 am »
Alright, awesome. Thank you!

 

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