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  4. *In the start script under the tiller section, I know there is no rotation line setup like the others. It originally had it and it did not make a difference.
  5. Actually, are those sounds supposed to be something repeating that follows the vehicle, or just something that just plays once when you execute the command? If the latter, the whole soundID thing is unnecessary in the first place. You can actually just replace if(StrCompare(Caller->GetPrototypeFileName(), PROTO_UMH) == 0) { soundID = Audio::PlaySample3D(SND_TOCHUMH, Caller->GetPosition()); v.AttachSound(soundID); } with if(StrCompare(Caller->GetPrototypeFileName(), PROTO_UMH) == 0) Audio::PlaySample3D(SND_TOCHUMH, Caller->GetPosition()); and so forth with all the other protos. If the former, like sirens, that's a larger process.
  6. It looks like the cab isn't being told to set rotation into position like the other vehicles in the start script, does it place properly itself? Maybe that causes the improper trailer position on spawn. Try adding m.SetRotation(gate3); after m.SetPosition(Tiller); and see if that fixes it with the original Tiller commands.
  7. I did try it with a completely clean tiller script from 2.1, same issue. So those lines being changed weren't the issue. *In the start script under the tiller section, I know there is no rotation line setup like the others. It originally had it and it did not make a difference. LAFireStationStart.script
  8. What kind of declaration i need do ? the soundID is not the sound in .wav ?
  9. Hello ! Nick' here ! I want use a logic ive seen in montana mod but i ve dont find the answer to my question elsewhere so i come here ! How i can made the dead animals dead bodies stay on the map for evacuate them with my "dead animals evacuator" ? For make short i want a logic similar to montana mod
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  11. Looking at your script file again, looks like you also changed line 371, from float dx = 250.f, dy = 0.f, dz = 0.f; to float dx = 0.f, dy = 0.f, dz = 0.f; Maybe that's causing the issue? Could you upload your LAFireStationStart.script file? I'm actually not sure exactly how the original LA Mod deals with spawning the Tiller in the station at start. Looks like there's the script that checks for vehicles at the map fire vehicle spawn to either add or delete the trailer, but nothing else seems implemented, as far as I can see. The Tiller isn't even set to spawn by default, just the Tower, and while the instructions say to change the prototype referenced there, there's nothing that would spawn the trailer.
  12. Exact model and proto from OG LA. Scripts are from a completely clean version of LA 2.1. I have put the tiller in several mods and have never had this issue. Very perplexed. If I call a tiller in from off the map, it works as it should.
  13. Nothing else Tiller related changed? If the Cab spawns correct in the station, the trailer should spawn behind it correctly without any changes.
  14. asdf00

    Getxo Mod v1 1.0

    Hello everybody, I just wanted to say that I absolutely love the 911 First Responder game! It's one of my favorites, and I really enjoy playing it. If anyone has it or knows where I can get the mod Getxo Mod v1 1.0 or version 1.5, I’d be really grateful if you could share it with me. The link in this forum is dead. Thanks a lot in advance!
  15. I was finally able to get the tiller to spawn lined up properly in the station. However, whenever it moves, the trailer itself is offset from the cab. The only line that was edited was #740, changing a 0 to 270 to get it to spawn facing the right direction. Not sure where to go from here. LATiller.script
  16. Thank you for the compliments EmC! I do indeed have plans for a revamped HQ. I'll be sure to keep you updated.
  17. Nice work! But now in my opinion HQ is out of place, you'd need to reskin it, maybe in more grey tones without color. And the nubers on gates could be replaced wtih emblems of PD-FD-EMS-Tech.
  18. The first in-game screen shot for yall, nothing crazy.
  19. Greetings! I am pleased to present you all with another finished model, the Rescue Company! This unit will replace the vanilla equipment carrier firetruck that you start off with. I hope you all enjoy and I can't wait to bring you all more! ALSO: Please take a moment and go vote in the community poll by disciple! It will help out the community tons! Here's the link: Please be safe during the holidays!
  20. Hey guys, i'm still alive, and working on adding untis ingame and UI on them. Here's some ingame screenshots (WIP):
  21. It's usually a blinking amber light that's either inside a building or on the side.
  22. "soundID" isn't properly set up because you're missing a declaration of what it is. You need the following somewhere before the first use of it: int soundID; Just stick it at the top of the script with the constants.
  23. I've talked this idea over with several long-standing EM4 creators and they believe this could be a good idea to maybe pump a little bit of life back into the community for the folks who are still trickling in trying to learn how to create in this space. I have an extensive history (not as much as some others I know, and I'm looking at you itch) in Blender and have created hundreds if not thousands of fire apparatus for my own personal use & projects. I'm now looking to give back to the community. Attached to this topic is a poll for what you would like to see created for community releases here. It offers almost every current modern fire apparatus manufacturer still operating. Please vote in the poll with what you would like to see made that may benefit you or someone you know who has the vision but maybe not the skillset to make it come to life. If I missed a manufacturer and would like to see them incorporated please reply to this topic with their name, but keep in mind I'm only focusing on the modern era of fire apparatus. Please vote!
  24. Hi people. Does anyone know what happened to the Welfordshire modification? It used to be a trending mod in Em4 YouTube gameplays, about a decade or two ago. Now, when I try to download it, it's a dud.
  25. Sorry for the later answer ! Ive find the problem by myself : that was the "portraits" pics who was not supported or missing
  26. Hey ! When i clic on the "recommencer"" button its the line of the radio message of the vehicle ! and the error is the same but different line in function of what vehicle execute the script
  27. Hey nick, I'm taking a quick look at the script and I'm having trouble finding where you've made your edits. If you hit the middle button on that script error, it should tell you exactly which line of code is throwing the error.
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