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@The Loot light cycles aren't an issue until you start using modified gameconfigs (3x traffic and up).
At this point it hadn't been "solved" on how to change light cycles. There's information in "junctions.pso" but changing those won't outright change the cycle times.
As for blocking off the turn lanes, they are actually pretty accurate to how traffic intersections are set up in Southern California. The big issue is that AI doesn't behave the correct way because it's AI. You could remove the paths or modify them but you're essentially funneling traffic into a gridlock situation
@Peden2003 It requires the path.rpf to be installed also.
@GabrielMagalhães Make sure you calculating extensions under the main tab of the .ymap with the prop you're editing.
I've been working on a standalone prop mod based on the MUTCD.
Here's a screenshot of the signal sign. I have about 30 different signs so far
when you attempt to download it? Or when you attempt to install it?
It mainly is done by setting certain flags with the path nodes. If you head over to https://discord.gg/BxfKHkk there's alot of information regarding the path nodes.
@Nucleus51 I can definitely do it. It's one of the easier intersections. The next intersection I wanted to tackle was Route 68/Great Ocean Highway (just south of Ft. Zanudo)
@ReNNie The time is a part of PLD. You can set it in the PLD configuration settings.
@ReNNie As of right now, there's only one tree that "clashes" with Beta Vegetation, and it's not really noticeable. I'll move it in future updates.
@Narobic The big issue is that the light settings are hard coded. The current setup is the longest you can get them to hold without weird things happening. I've tried other methods but it results in AI cutting across traffic to exit, etc.
Just a heads up: This mod will be rolled into the traffic lights at Route 13 mod. It will be an optional .ymap.