callihn 10 Posted July 22, 2010 Does anyone know how I can use the traffic sign models already in game? For example the stop sign? Thanks Share this post Link to post Share on other sites
neokika 62 Posted July 22, 2010 Hi, if im not mistaken: Units\empty\signs in the editor. _neo_ Share this post Link to post Share on other sites
callihn 10 Posted July 22, 2010 (edited) Hi,if im not mistaken: Units\empty\signs in the editor. _neo_ No traffic signs in there though. This is probably a question that only BIS could answer and, well, we all know they don't answer questions? To clarify, like the stop signs and yield signs that appear in Chanarus. Edited July 22, 2010 by callihn Share this post Link to post Share on other sites
W0lle 1048 Posted July 22, 2010 You need to use one of the "Editor Updates" around. The signs are not available in the editor by default. Share this post Link to post Share on other sites
callihn 10 Posted July 23, 2010 You need to use one of the "Editor Updates" around. The signs are not available in the editor by default. OIC, thanks, trying this one: http://forums.bistudio.com/showthread.php?t=78184 Share this post Link to post Share on other sites
kylania 568 Posted July 23, 2010 That won't have the OA items in it. Share this post Link to post Share on other sites
W0lle 1048 Posted July 23, 2010 I don't see anywhere he asked for OA stuff. But just in case: Yes these addons don't have OA items included (yet). In this case you have to wait or leave the signs out. Share this post Link to post Share on other sites
callihn 10 Posted August 16, 2010 I didn't I was looking for traffic signs, for example the stop signs in Chernarus, for those that do not know what a traffic sign is and apprently we have a few of those. Anyway, if I use that "update" addon to put something in a mission, will that not require the players to have the same addon? Share this post Link to post Share on other sites
kylania 568 Posted August 16, 2010 Anyway, if I use that "update" addon to put something in a mission, will that not require the players to have the same addon? It depends on the addOn. If all it does is unhide things, then no, but if it changes config files or adds classes, like the one you said you were trying, then it will require the addOn to be on both client and server to run that mission for your custom placed stopped sign. Share this post Link to post Share on other sites