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Showing content with the highest reputation on 07/14/2016 in Posts
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The United States Army Modification for Emergency 4 1. CONCEPT The United States Army Mod is a modification for Emergency 4 and based on the presence of the US military in a Middle-Eastern region. It's a freeplay focused mod and your task is to carry out events from your base with small taskforces. 2. MAP The map is fictional, but based on a rural, Middle-Eastern region. It features a functional army base from where you will have to start each event. The map features a town as well as a bigger rural area, including a refugee camp, a ravine and smaller populated areas. 3. EVENTS The US Army mod features freeplay style gameplay in a neverending gamemode. The mod contains new, unique and challanging events and only one event will spawn at a time. The events range from finding and deactivating IED's to providing humantarian aid and most events contain random elements to create unpredictability and enhance replayability. By completing events you will earn points which can be spent om development, and money what can be spend on new units. 4. POINTS The most unique feature of this modification is the development tree. The development tree contains 10 different items which will add small advantages to the game. Choose your development carefully, as it takes time to complete development and gaining points can be difficult, especially if you start losing units. 5. UNITS The mod contains several playable military vehicles and persons. Each unit has at least one unique feature, which will make them important and valuable. You can buy recruits ingame and train them as a soldier, medic, engineer, sniper, fire fighter or spec ops. You will start the game with an Army Commander, who is able to call in assistance from local emergency services, such as local police, ems and fire department by using his radio. There will be only one available commander per game, so make sure to protect him well! 6. INTERFACE Because the mod only features a handful of units, some interface elements have been redesigned. The window where the buttons to the vehicle browsers used to be, has been replaced. This window contains buttons to purchase vehicles or recruits, a button to open the development tree, a button to open gameplay options. The window also shows information about the current active event and the points you currently own. 7. DOWNLOAD AND INSTALLATION The most recent version of the mod is 0.6 and can be downloaded here: Download US Army Modification Size: 70.8 MB Release date: October 16, 2013, 8:06 PM Installations instructions: 1. Remove any older US Army Mod installations (such as versions 0.4b and 0.5) 2. Download and extract the .zip package 3. Install the .e4mod file 4. Launch the game and load the US Army mod 5. Use the mission-menu and select 'Play United States Army Mod' to launch a new game 8. NOTES Post feedback and new ideas here: USAM, Feedback and Ideas Report bugs and issues here: USAM, General bugs / issues and FAQ topic - The US Army mod is NOT multiplayer nor freeplay compatible. The only way to play the mod is through the missions-menu. - Using the save/load functions may result in unstable gameplay or even crashes. IF you would like to save, make sure no event is running nor items are currently in development. 9. COPYRIGHT, SUBMODS AND PERSONAL CHANGES Like any other modification you're free to make personel changes to this modification. Making personal changes is always at your own risk and may result in unstable gameplay or crashes, for which I can not be held responsible. At this moment, public submods are NOT allowed. Due to the complexity of the mod, please keep in mind that adding new units requires extensive script- and interface dialog alterations. Hoppah1 point
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In this post I will detail how you go about adding your police, fire and ambulance units into the menu without just changing the prototype of an existing unit. For this tutorial I will be using my private edit of the Kent Mod by TACRFan and PottyScotty all unit credit goes to them. STEP 1. First you need to open up the editor under the vehicles tab create a new directory for each unit type (police, fire, ambulance), once you have set up these directories you can then add your units under their respective directories. Like you would with adding a model to the game you need to set up the lights, commands, traits etc. separately once you have one unit set up you can then start the process of adding the unit into the menu. STEP 2. Once you have set up one unit or prototype in the editor, close the editor and go to your game files. For myself I have the Steam edition but its the same file Go To 911 First Responders\Mods\Hampshire sub mod v0.1.65 (KM)\Units\Vehicles\Fire Department Inside the Fire Department vehicle folder you will see the units from the base game or if like myself your making a private edit the mod which you are basing your mod off of. Inside this folder you will want to create a folder and call it 001_................. Once you have done this come out of the file you just created and go into one of the preexisting files, if your mod is based off of the LA mod by Hoppah or mods based on top of that go into the file of the 110fireengine1. In there you will find 8 DDS files which show the unit and a unit.xml file. Drag and drop these into the file you have just created. STEP 4. Editing the images, if you wish to have custom image displayed for your unit I would recommend downloading and using paint.net as it can open these .DDS files, when creating your custom image try to use the original as a guide for size. Once you have edited the image MAKE SURE to save it as a .DDS file. Next open up the Unit.xml file in a program like Notepad++ or Windows notepad. At the top you will see <unit id="....."> you can change this to display what the unit will be called when hovering the mouse over it in the menu. The next thing you will need to change is the prototype <prototype name="mod:Prototypes/Vehicles/........./....... .e4p" /> In the first gap you want to put the directory name of the Fire department or Ambulance etc. the next gap is the unit you put in that directory in the editor YOU MUST type every character correctly or it won't work, to help I would recommend opening '911 First Responders\Mods\YOUR MOD\Prototypes\Vehicles\Fire Department\Firetruck.e4p' Once you have put the name of the vehicle prototype in you will see the <space value="X"> this is how many personnel the vehicle carries. You will also see <loadspace value="X"> this only needs to be changed on an ambulance or police car as this is how many injured people or prisoners that can be carried by the unit. STILL READING WELL DONE :-P The next part says <personnel> <unit id="EMS_CAPTAIN" /> <unit id="FF_PARAMEDIC"> <defaultcount value="1" /> </unit> </personnel> If you are building on top of LA mod or ones built on top of this leave the personnel as they are and leave the equipment. The code should be exactly the same for the Campaign unit code and the Freeplay. STEP 5. a) Now you need to locate 4 things first locate the portraits.xml file in the Lang folder '911 First Responders\Mods\YOUR MOD\Lang\en\portraits open that in Notepad++ or Notepad. What you need to do is type out: <string name="ID_PORTRAIT_.............."> Firetruck 1</string> In the gap for this example you would put FIRETRUCK1 it is important that you remember how you typed this. ----------------------------------------------------------------------------------------------------------------------------------------------------------------- b) In the Scripts file open the command folder and find the Siren command script in my case its is LASiren and again open it in your code editor. You will need to type out the following code: const char CAR_xx[] ="mod:Prototypes/Vehicles/Firetruck/Firetruck1.e4p"; DON'T forget the semi colon at the end, where the X's are you replace with the number next number in the sequence eg 'const char CAR_01[]' you would put 'const char CAR_02[]' You then need to add your vehicle to the Javascript if statement if (StrCompare(v.GetPrototypeFileName(), CAR_XX) == 0) soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/XXXXXXXXXX.wav", CarPos, true); The 'soundID will vary all you would need to do is replace the siren with another in the aduio files or keep it the same. --------------------------------------------------------------------------------------------------------------------------------------------------------------- c) The last two are in the same file this time you need to open the Specs file and find freeplaybase.xml and portraits.xml. Next go to the other portrait.xml (not the one above the other one) It should look something like this Remember the name you put in the ID_PORTRAIT_ in the other .xml document you need need to drop that in where the X's are below. <portrait prototype="mod:Prototypes/Vehicles/Firetruck/Firetruck1.e4p" text="XXXX" unit"XXXX"/> This defines the unit in the menu the last thing you need to do is open the freeplay.xml file and add your unit. The last piece of code is as follows: <vehicle prototype="mod:Prototypes/Vehicles/Firetruck/Firetruck1.e4p" count="X" /> This tells the game that in the menu that you have X number of this vehicle. If you understood the tutorial and followed it to the pixel hopefully this should happen when you load you mod up and start a new freeplay map1 point