Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
BE WARNED!
READING DESCRIPTION IS A BURDEN!
Why? Who tf knows, but after NOT reading it you did NOT catch that, and I'm quoting, 'mods that overwrite ISVehicleMenu.showRadialMenu will be incompatible'.
As stated,
> mods that overwrite ISVehicleMenu.showRadialMenu will be incompatible
при использовании с модом k900 или peterbilt 379 пропадает возможность присоединять прицепы к тягачам. Кто-то сталкивался с этим или имеет способ решения проблемы
-ENG-
When used with a k900 or peterbilt 379 mod, the ability to attach trailers to tractors is lost. Has anyone encountered this or has a way to solve the problem?
Is it possible for you ti provide a link to this KLEIN mod/scenario? I have tested on pure vanilla without mods and it really is there.
Is there anything you've changed in the vanilla behavior? Currently I see metalworking being in there just fine.
41.78.16
Which PZ version do you use?
This mod's purpose was to NOT let people hotwire and steal cars from the start, with or without trait. That's not a bug, that's the purpose of this mod :)
As I have stated in the description,
> Other mods: mods that overwrite ISVehicleMenu.showRadialMenu will be incompatible.
Burglar does not give you enough points to pass the check. This mod renders this particular side effect of Burglar profession useless and it was one of the takes for multiplayer servers so that jump-starting with Burglar did not result in all vehicles being taken in the first days.
Yes, you've pretty much answered your own question.
This is made in accordance with some realism, requiring smashing windows as a method of accessing engine keyhole. If you have the access, you may craft the key.
I will see if it's possible to make exception for trailers/caravans, but it looks to me like a developers' decision to make them impenetrable without the key. Currently key crafting is just a side effect of being able to sit in the driver's chair. Maybe there's another mod that allows breaking into locked cars without windows, haven't searched for those yet.
Currently impossible to access any Trailers or Caravans without keys. Can't enter them if doors are locked, Cannot remove doors without keys to gain access. Can't craft keys, since you can only do that from within side the vehicle.
У меня просто на версии 41.73 не робит
Yes.
Don't know what's that, sorry. This mod has a pretty much detailed description in case you want to compare it with anything else.
Она не бесполезна, она всё ещё даёт буст к навыкам. Его никто не отнимает.
Это игровое время, требуемое для совершения данной операции. Отображается как полосочка над персонажем.
If you have no interest in this, could I make a fork which does? License and credit preserved of course.
There's no limit on crafting keys. You can craft a key to the stolen vehicle is you like. After you remove hotwiring of course.
But like you say, it probably wouldn't retain their position on the menu..(?)
> I would've thought this function would simply append anything added to it to the radial menu
It definitely does. But append works as 'add to the list at the end position', which results is items for unhotwire, craft key and hotwire being in different positions, thus a bad UX. So I don't append, I rewrite the wheel for the looks you see in the screenshots using the order that's more user-friendly.
I know that mod makers usually 'add' elements, but I strive for something a bit more pleasant. That may break compatibility, but if their mods load after mine, they append to the end of my wheel just fine because it's the same piece of code (structurally). The problem arises only if my mod gets loaded after theirs, because it does not know anything.
So I'm in a passive search for something that will allow compatibility preserving order of elements in a wheel, and that's not a big priority.
Note I am a complete noob here, but I noticed both use menu:addSlice to append to the radial menu. I would've thought this function would simply append anything added to it to the radial menu, but doesn't seem to be the case. I'm assuming this is why it's troublesome for you? I will have a look at where these methods come from (such as "menu:" and its functions).