Closed morgoth0 closed 7 years ago
Oh, and the trader positions are: staticNpcPos[] = { // Southern Trader Camp { "C_man_polo_2_F_asia", { 5031.88,5207.61, 0 }, 005 }, { "C_man_p_fugitive_F_asia", { 5028.86, 5209.3, 0 }, 008 }, { "C_man_shorts_1_F_asia", { 5031.05,5222.84, 0 }, 200 }, // Eastern Trader Camp { "C_man_hunter_1_F", { 11786,13046.8, 0 }, 312 }, { "C_man_shorts_1_F_asia", { 11788.4,13052.3, 0 }, 284 }, { "C_man_shorts_4_F_asia", { 11770.8,13065.7, 0 }, 125 }, // Western Trader Camp { "C_man_polo_2_F_asia", { 2018.09,10650.2, 0 }, 330 }, { "C_man_p_fugitive_F_asia", { 2018.92, 10650.9, 0 }, 000 }
Thanks! 74f1bc1
Also, the reason your lights are not working is due to the "enablesimulation false" that gets set when the last element in the array is set to true. For Lights or anything with animation like doors you need to set the last element to false.
Also I basically removed any ammo boxes and set the lights to true as to not disable simulation.
In case you were interested, here are the trader camps we substituted for the standard Epoch one on Tanoa. There are basically three (we will be adding at least one more). One in the north at the airport, one on the NW island and one by the ferry/bridge in the south. If you like them, feel free to use. One issue we have not been able to resolve yet is why the lights don't work though. Cheers, Morgoth (aka Grahame on EpochMod.com Forum)