SRTT Saints Vehicle Choose

Hi Volition,

Somthing I don't get, when the Player chosses 3 vehicles for the gang, and when you see a Saint patroling a Player controled area, it's a regular version of that vehicle.

So for example; I chose a Soverign, when I see a Saint driving one, it is a regular one and not a Saints looking version.

But, when the Player gets a call from a Saint requestion his/her help re-gaining an area from attackers, Saint reinforcments come in with Saints variants of their vehicle.

How come this happens and when you have the time, could you make a update/patch to fix this please, for me it sorta ruins the game for me.
 
It implies someone overlooked something or what have you (didn't use the right variable name or something?) when coding, and it was missed the whole time because it compiled, the game ran fine, and you can customize the vehicles in the screen. It's just that in the game, you never would know you weren't just missing gang vehicles if you watch the minimap and notice purple dots where a non-saints-customzied gang vehicle is.

I didn't even notice it until I tried a tornado as a gang vehicle, and saw that there was suddenly a bunch (in normal variants) sitting on the road looking silly :P

At least it's on the patch-list.

Since it's also on topic, will this fix the forced saints variant, where it ignores the <variant> tag in the gang_customization.xtbl and assumes a saints one, thus not letting you add other vehicles without that variant? Or is that a depreciated tag and we'll have to go splice in a saints variant for any vehicles we want to add?
 
The code assumes a saints variant for anything that is a saints gang vehicle. I don't see that changing.
 
So it's a depreciated/unused tag. Alas. Well, at least with the crunch tools we can fix that, and create a bunch of variants for all the vehicles. Thanks for the info Knobby.
 
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