Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 04/21/2020 in all areas

  1. 3 points
  2. Yes all of them have be replaced,page 53 and 56 have some pics. I was busy all weekend,I'll show a picture of what I was working on later today.Also thanks to all who participated in the poll...goodbye Border Patrol!!
    2 points
  3. From the album: Emergency 4

    From my personal City of Angels Mod
    1 point
  4. I really love the attention to detail you give to the models Goog. Love how you darkened out the back windows on all the SUVs for added realism. Can't wait to play this great work!
    1 point
  5. Hope you do add it so we can use it as it looks amazing and would be a shame just for a prop
    1 point
  6. From the album: Emergency 4

    On scene of an officer down call.
    1 point
  7. Very nice work! I've been following this post since July. Can't believe I missed all that good stuff.
    1 point
  8. Oh I love to see that! Nice job on that, I love it. So if what I read earlier was correct, all vehicles "omitted" will be in a folder for us to add later if we want to, correct? Would the USBP be included in that folder as well? Was just wondering because you never know when you want to play with some different vehicles once in a while. Thanks for the photo, I am loving the Rambulance, and everything about it, alongside the rest of the vehicles in this mod.
    1 point
  9. I got them all done(LAX version too),I just have been doing so much lately I haven't had the time to take a few pics of it. added a quick pic in Zmodeler with no wheels
    1 point
  10. Hey, ive' been pretty silent. Thanks for those drawn reactions, really appreciate them! I am starting to lose my mind with this lockdown ( im am introverted and can be pretty self-sufficient - but i am on my limit...) Here's one of the new moddels that i don't like. Probably i should went for 2016 ford... By now will use it as a map proop. Credits: Itcbooty, EmC-Unit, Bama1234, RK-1000.
    1 point
  11. I'm assuming you are attempting to have 1 of 4 possible sirens play when the siren is activated, which is selected at random? Get Ready! Super long answer that's designed to teach instead of just giving you an answer. I have a soft spot for people actively attempting to learn to script. Lets focus on the siren selection first, then we'll worry about the sound not following the vehicle problem later. Deal? Lets start with this part of the code first: if (random == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren01.wav", CarPos, true); } else { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren02.wav", CarPos, true); } else { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren07.wav", CarPos, true); } else { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren08.wav", CarPos, true); } I'm sure you may be aware, but for the sake of others, let me explain something. If-Else statements work by evaluating the condition statement in between the first set of parentheses as either true or false. if ( CONDITION TRUE ) Do something else Do something else If the statement next to "if" is true, then the code block (designated between an opening "{" and closing "}" set of curly braces) immediately following it is executed. Any subsequent "else" statements are ignored and skipped. If the "if" statement is false, then the preceding code block is ignored and instead the "else" code block (again, designated as being between an opening "{" and closed "}" set of curly braces) is executed. As a rule, every "if" statement may only have one else statement ("else if" statements don't count). Having more than one pure "else" statement leads to unpredictable behavior, or usually, an error. What you have in your code is an if statement with multiple "else" statements following it. In most programming languages this is not allowed and would result in an error. EM4, on the other hand, seems to have forgiven you for this and just executed all the else statements as if they were one giant code block. So we need to fix that...later...because we have another problem on our hands...the way you are generating your random selection between the 4 sirens. int random = Math::rand()%2; This is self explanatory. You're generating a random number and assigning it to a variable. This is correct. What you may not realize is that you are only generating 2 possible random numbers: 0 or 1. Math::rand() is a built in function that will generate a random number between 0 and some very large number. In your case, you only need to pick between 4 different numbers (1 number for each siren option). To do that we use math. The "%" is a mathematical operator called modulus. It gives you the remainder of a division. Division int a = 9 / 3; //This equals 3. ( 9 divided by 3 equals 3 ) int b = 10 / 3; //This actually equals 3. The decimal is dropped since its being assigned to an integer variable (which only stores whole numbers). 3 goes into 10 3 times with a remainder. Modulus int a = 9 % 3; //This equals 0, since 3 divides into 9 evenly and thus has no remainder. int b = 10 % 3; //This equals 2 since 3 goes into 10 3 times, but has a remainder of 2. Back to your problem: int random = Math::random() % 2; random will equal the remainder of whatever random number is generated divided by 2. This means that your options will only ever be 1 (if an odd number) or 0 (if an even number). You need to change this. Instead, you want to randomly select between 4 options so lets change it to: int random = Math::random() % 4; Now, no matter what number is generated, you'll only have 4 possible options: 0 (if the number is evenly divisible by 4), 1, 2, 3. Now that we have the script picking a siren sound, we need to fix our broken if-else statement so the proper one plays. Back to the if-else So we have a random number selected (0, 1, 2, or 3) and we want to play a different siren for each selection. Lets update our if-else statement to be correct: int random = Math::rand() % 4; if (random == 0) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren01.wav", CarPos, true); } else if (random == 1) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren02.wav", CarPos, true); } else if(random == 2) { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren07.wav", CarPos, true); } else { soundID = Audio::PlaySample3D("mod:Audio/FX/Sirens/Siren08.wav", CarPos, true); } - The first "if" statement asks: Is my random number 0? If so, play siren01. Otherwise, proceed to the "else" statement. - The first "else" says: Ok, the random number wasn't 0. Is the random number 1? If so, play siren02. If not, proceed to the next "else" statement. - The second "else" says: Fine, is the random number a 2? If so, play siren07. If not, proceed down to the next "else". - The third "else" doesn't ask a question (no "if" statement). It just says: I don't care what the value of the random number is. It's not what the above statements were looking for so I'll just play siren08. In this case, if the random number was 3, it would execute the final "else" statement since it is not 0, 1, or 2 which are being looked for in the preceding "if" and "else-if" statements. So after all that, it should make a proper selection. Try this and fix your script, then report back what else needs fixing. This was long winded! I apologize! I want to help you and others learn the basics of scripting. It is NOT an easy skill to learn or develop without some sort of programming background. I admire your effort to do something yourself instead of just asking for help making something without actually putting in the effort to figure it out. Scripting is probably among the rarest skills in the community, and perhaps one of the most sorely needed, so anything I can do to help develop a new scripter is a good thing IMO.
    1 point
  12. Thats some quality stuff in here. Keep it up.
    1 point
  13. Platy County EMS Command - 1; https://youtu.be/ip6RyOEqZxA Credits; Itchboy for the amazing ambulance pack, and Itchboy for the 2016 explorer. Reference
    1 point
×
×
  • Create New...